forum

Rusty K - Dark Eyes

posted
Total Posts
33
Topic Starter
Mir
This beatmap was submitted using in-game submission on Friday, September 1, 2017 at 9:08:46 AM

Artist: Rusty K
Title: Dark Eyes
Tags: dnb neurofunk dark over overtech otm001 drum and bass
BPM: 174
Filesize: 6531kb
Play Time: 05:53
Difficulties Available:
  1. Nightfall (4.61 stars, 944 notes)
Download: Rusty K - Dark Eyes
Information: Scores/Beatmap Listing
---------------


"Living up to its name, 'Dark Eyes' paints a bleak picture of a cold, dark world, unforgiving to all its inhabitants. An eerie chime sets the tone at the outset, a melody extracted from the beginning of a nightmare. Halftime drums ramp things up before smashing into a vicious breakdown marked by dark, electric bass, an impressive demonstration of the Russian virtuosos knack for sound design. Kicking into full swing, the drop delivers the goods with a forceful, driving groove defined by piercing drums and a mean modulated reece. “Dark Eyes” is a dangerous concoction filled with palpable anger, accompanied with sinister and dark melodical backdrops, a stark picture of a world gone wrong."
Hikomori
woke
sdafsf
owo

[ Insane]
  1. 00:44:927 (1,2) - line them up perfectly
  2. 00:51:019 (2,3) - make this more like this 00:56:536 (2,3) - right now im not sure if the circle is supposed to point towards the previous slider or if its just a result of your speed
  3. 01:02:054 (2,3) - same thing
  4. 01:44:324 (6) - i find it weird how theres no strong kick sound here while there is one 01:44:583 (8) - here. yet they are mapped in the same way.
    01:33:289 (6) - same thing etc.
  5. 01:46:996 (6,7) - dont want to blanket mod but thats really off
  6. 01:55:617 (1) - this slow down could be way more. you talked about the contrast in my plasma gun i think this is even less while it could be more
  7. 02:00:789 (2) - this is 1/4
  8. 02:03:203 (2,3) - blanket them :s
  9. 02:03:548 (3) - also this slider end beat is really strong
  10. 02:35:444 (4,5) - 5 feels stronger than 4 too me. i feel the emphesis is kinda off. at least make them equal like in the rest of the section
  11. 02:36:651 (3) - strong slider end. 02:39:410 (3) - etc
  12. 02:52:858 (2,3) - not a fan of how end of 2 and head of 3 overlap
  13. 02:54:582 (3) - this stack is kinda irratating imo.
  14. 04:12:513 (1) - mapping this really silent sound feels like a misrepresentaion of the music to me. leaving it out would make the pause of the wub sounds way more noticible in play
  15. 04:13:893 (1,1) - blanket ree
  16. 04:44:927 (3,3,3,3) - this is pretty fucking hard to read
  17. 04:57:341 (2) - 1/4
  18. 05:08:203 - this sound feel like it should go with these 05:08:375 (2,3,4,5) -
  19. 05:10:789 (2,3) - overlap on head :c
  20. 05:13:548 (2,3) - these kinda overlap should be more or not at all. here you didnt 05:16:306 (2,3) -
    05:21:824 (2,3) - generally inconsitent with the spacing throughout the section
  21. 05:42:169 (1,2) - these spacing also range from 2 to 2.8 05:43:548 (1,2) - . if the range was like .3 or so it wouldnt be weird in this kind of diff but its kinda noticible
blankets REE

the last kiai is also properly buffed now so thats nice. fun map. looking forward to see the leaderboard on this :D
Topic Starter
Mir

sdafsf wrote:

owo

[ Insane]
  1. 00:44:927 (1,2) - line them up perfectly
  2. 00:51:019 (2,3) - make this more like this 00:56:536 (2,3) - right now im not sure if the circle is supposed to point towards the previous slider or if its just a result of your speed
  3. 01:02:054 (2,3) - same thing - not really a priority there imo
  4. 01:44:324 (6) - i find it weird how theres no strong kick sound here while there is one 01:44:583 (8) - here. yet they are mapped in the same way.
    01:33:289 (6) - same thing etc. - i don't think it's that big an issue, it's more to do with separating them into triples than it is mapping them exactly the same way and if i did map them differently 01:49:668 (1,2,3,4,5,6) - wouldn't be as special
  5. 01:46:996 (6,7) - dont want to blanket mod but thats really off
  6. 01:55:617 (1) - this slow down could be way more. you talked about the contrast in my plasma gun i think this is even less while it could be more
  7. 02:00:789 (2) - this is 1/4 - nope this is 1/3
  8. 02:03:203 (2,3) - blanket them :s
  9. 02:03:548 (3) - also this slider end beat is really strong - trying to drag out the screeching sound
  10. 02:35:444 (4,5) - 5 feels stronger than 4 too me. i feel the emphesis is kinda off. at least make them equal like in the rest of the section
  11. 02:36:651 (3) - strong slider end. 02:39:410 (3) - etc - i told you about this
  12. 02:52:858 (2,3) - not a fan of how end of 2 and head of 3 overlap
  13. 02:54:582 (3) - this stack is kinda irratating imo.
  14. 04:12:513 (1) - mapping this really silent sound feels like a misrepresentaion of the music to me. leaving it out would make the pause of the wub sounds way more noticible in play
  15. 04:13:893 (1,1) - blanket ree
  16. 04:44:927 (3,3,3,3) - this is pretty fucking hard to read
  17. 04:57:341 (2) - 1/4
  18. 05:08:203 - this sound feel like it should go with these 05:08:375 (2,3,4,5) -
  19. 05:10:789 (2,3) - overlap on head :c
  20. 05:13:548 (2,3) - these kinda overlap should be more or not at all. here you didnt 05:16:306 (2,3) -
    05:21:824 (2,3) - generally inconsitent with the spacing throughout the section
  21. 05:42:169 (1,2) - these spacing also range from 2 to 2.8 05:43:548 (1,2) - . if the range was like .3 or so it wouldnt be weird in this kind of diff but its kinda noticible
blankets REE

the last kiai is also properly buffed now so thats nice. fun map. looking forward to see the leaderboard on this :D
Fixed the rest, thanks!!!!!!!
Yamicchi
Hi owo returning M4M
[Nightfall]
• 00:00:100 (1) - I noticed the hitwhistle is pretty much similar to the hitnormal, as imo it doesn't give enough feedback for objects like this. I'd suggest having something more noticable though
• 00:27:686 (1) - The sound on this circle sounds more like 00:26:306 - than 00:29:065 (2) - so how about stacking it with the previous sliderend instead? You do the same 00:34:582 (1) - here though
• 01:28:720 (2) - Don't really like the stack here as it kills the emphasis the object should have for the snare. There's more if you agree with me on this
• 01:31:479 (2) - You're using this pattern a lot but Idk do you have any ideas on how to improve visual of it? The slider path is not really clear and easy to read though. I passed a few but some is still x100. 01:42:168 (1,2) - This is fine I think
• 01:39:755 (2) - Is the normal sampleset intentional? Because for similar patterns there are no Normal sampleset for it
• 02:11:134 (1) - Stacking. Also the white anchor on X170 Y110 makes the slider shape a bit off with 02:10:789 (5) - , might wanna remove it
• 02:36:651 (3) - 2 circles maybe? To support the drum
• 03:55:272 (1) - maybe it's just me but the hitwhistle is a bit loud

Ah sorry I didn't find much uwu
Topic Starter
Mir

Yamicchi wrote:

Hi owo returning M4M
[Nightfall]
• 00:00:100 (1) - I noticed the hitwhistle is pretty much similar to the hitnormal, as imo it doesn't give enough feedback for objects like this. I'd suggest having something more noticable though - redl xd
• 00:27:686 (1) - The sound on this circle sounds more like 00:26:306 - than 00:29:065 (2) - so how about stacking it with the previous sliderend instead? You do the same 00:34:582 (1) - here though
• 01:28:720 (2) - Don't really like the stack here as it kills the emphasis the object should have for the snare. There's more if you agree with me on this - mm you kinda have to stop on it a bit to hit it which is emphasis in itself and the launching of this into the next object is pretty nice emphasis for the wub that comes up so i think ill keep this
• 01:31:479 (2) - You're using this pattern a lot but Idk do you have any ideas on how to improve visual of it? The slider path is not really clear and easy to read though. I passed a few but some is still x100. 01:42:168 (1,2) - This is fine I think - we'll see, i think after the first it makes sense cuz it's done for all the snares and stuff too it's just a slidershape difference
• 01:39:755 (2) - Is the normal sampleset intentional? Because for similar patterns there are no Normal sampleset for it - no it's not this probably was a mistake
• 02:11:134 (1) - Stacking. Also the white anchor on X170 Y110 makes the slider shape a bit off with 02:10:789 (5) - , might wanna remove it
• 02:36:651 (3) - 2 circles maybe? To support the drum - BASs EmGpASis
• 03:55:272 (1) - maybe it's just me but the hitwhistle is a bit loud - sound here is also loud xD

Ah sorry I didn't find much uwu
Thanks Yami-chan! ><
Halfslashed
[Nightfall]
00:08:375 (3) - 00:19:410 (3) - I think it'd be cool to place this parallel to 00:05:617 (1) - to show that it's a different pitch than 00:05:617 (1) -. Could accomplish this with ctrl+j and having even distance with 00:05:617 (1,2) -.
00:20:444 - Feels weird that you skip this since it makes the transition to 00:20:789 (4) - feel really weak. I suggest using a circle here and stacking it under 00:19:410 (3) -
00:57:571 (4) - I know it's a new snap or whatever, but since you were using stacks for basically every other snap that has a longer duration, I think that this feels weaker and less jarring than the sound suggests. I think spacing this out from the slider end would work better.
01:28:979 (3,1) - The lack of direction change on 1 makes this feel very weak despite the sharp angle. I would suggest ctrl+g on 1 here, or even flipping the pattern.
01:30:358 (5,6) - Not sure I understand why you're using a stack here when you used higher spacing right above. If you wanted a weaker version, you could just have a sharp angle without a direction change.
01:30:962 (8,9,1) - This could probably benefit from higher spacing (I want to see those combo numbers) to provide more contrast with the slider.
01:32:168 (2) - Cool shape, but it doesn't really reflect anything particular for such a harsh turn. I think using a simpler shape like you do with 01:43:203 (2) - works well.
01:52:513 (3) - I think stacked circles fit better than a slider due to the strength of the kick, while also working with your melody emphasis.
02:03:548 (3) - It'd be cool if you could arrange this slider so that the player would follow more of it, since this is representing that long held "screech" in the background and the player already follows most of 02:02:858 (1) -.
02:08:375 (1,2,3,4) - Try to keep your slider movements similar to what you do with 02:02:858 (1,2,3,4) - since the same sounds are prominent in both parts.
02:32:427 (3,4,5) - The way you have this set up, only 5 is getting the emphasis from that sharp angle. I suggest finding a way to give both 4 and 5 similar emphasis in terms of angles. Stack 02:32:427 (3) - under 02:31:651 (8) - to get an idea of the movement i'm suggesting, but you probably want to find a different placement.
02:55:272 (1,2) - Not sure if I understand the rhythm variation from 02:53:893 (1,2) - here since both parts share similar intensity and represent the same sounds. Would just suggest making them consistent with one another, probably using all circles.
03:18:720 (1,2,3) - C'mon Mir you can do better than this. SV could be quite a bit higher with 1 and 2, and a curve would probably suit 3 better when combined with the slow SV. I think this way you could get some nice contrast here, but as is this feels really weak to play.
03:26:996 (1) - I actually really liked this in play, but this is still too underwhelming. SV increase would be great here.
03:29:755 (1,2) - Overlapping these is actually a good idea, but I'd suggest using an overlap that gives you more motion like this. Combined with an SV increase, you can provide some nice contrast to 3 and 4.
05:13:203 (1,2,3,4) - I think lowering the overall spacing of this pattern and overlapping 3 and 4 would fit the whispers these sliders are representing better and provide more contrast to 05:14:582 (1) -.
06:02:858 - you don't need these anymore the map is finished you monster mir pls xd

Good luck!
Topic Starter
Mir

Halfslashed wrote:

[Nightfall]
00:08:375 (3) - 00:19:410 (3) - I think it'd be cool to place this parallel to 00:05:617 (1) - to show that it's a different pitch than 00:05:617 (1) -. Could accomplish this with ctrl+j and having even distance with 00:05:617 (1,2) -.
00:20:444 - Feels weird that you skip this since it makes the transition to 00:20:789 (4) - feel really weak. I suggest using a circle here and stacking it under 00:19:410 (3) -
00:57:571 (4) - I know it's a new snap or whatever, but since you were using stacks for basically every other snap that has a longer duration, I think that this feels weaker and less jarring than the sound suggests. I think spacing this out from the slider end would work better.
01:28:979 (3,1) - The lack of direction change on 1 makes this feel very weak despite the sharp angle. I would suggest ctrl+g on 1 here, or even flipping the pattern.
01:30:358 (5,6) - Not sure I understand why you're using a stack here when you used higher spacing right above. If you wanted a weaker version, you could just have a sharp angle without a direction change. - the pitch is going down so i wanna reduce the movement for these to show that
01:30:962 (8,9,1) - This could probably benefit from higher spacing (I want to see those combo numbers) to provide more contrast with the slider. - mm I think the whole series of sounds has a low growl so i did low spacing to reflect that
01:32:168 (2) - Cool shape, but it doesn't really reflect anything particular for such a harsh turn. I think using a simpler shape like you do with 01:43:203 (2) - works well.
01:52:513 (3) - I think stacked circles fit better than a slider due to the strength of the kick, while also working with your melody emphasis. - mh i like the slider more cuz of the wub sound and im not really trying to emphasize the kicks
02:03:548 (3) - It'd be cool if you could arrange this slider so that the player would follow more of it, since this is representing that long held "screech" in the background and the player already follows most of 02:02:858 (1) -.
02:08:375 (1,2,3,4) - Try to keep your slider movements similar to what you do with 02:02:858 (1,2,3,4) - since the same sounds are prominent in both parts.
02:32:427 (3,4,5) - The way you have this set up, only 5 is getting the emphasis from that sharp angle. I suggest finding a way to give both 4 and 5 similar emphasis in terms of angles. Stack 02:32:427 (3) - under 02:31:651 (8) - to get an idea of the movement i'm suggesting, but you probably want to find a different placement.
02:55:272 (1,2) - Not sure if I understand the rhythm variation from 02:53:893 (1,2) - here since both parts share similar intensity and represent the same sounds. Would just suggest making them consistent with one another, probably using all circles. - there's bass on the first one xd
03:18:720 (1,2,3) - C'mon Mir you can do better than this. SV could be quite a bit higher with 1 and 2, and a curve would probably suit 3 better when combined with the slow SV. I think this way you could get some nice contrast here, but as is this feels really weak to play. - it's not supposed to be super strong it's kinda just to give a little extra oomph cuz the section is comparatively weak to other parts of the song contrast-wise
03:26:996 (1) - I actually really liked this in play, but this is still too underwhelming. SV increase would be great here.
03:29:755 (1,2) - Overlapping these is actually a good idea, but I'd suggest using an overlap that gives you more motion like this. Combined with an SV increase, you can provide some nice contrast to 3 and 4.
05:13:203 (1,2,3,4) - I think lowering the overall spacing of this pattern and overlapping 3 and 4 would fit the whispers these sliders are representing better and provide more contrast to 05:14:582 (1) -.
06:02:858 - you don't need these anymore the map is finished you monster mir pls xd

Good luck!
Thanks Halfy!!
Nokashi
Hello There!
Still on vacation but I am managing with a 30fps laptop and the goodwill of helping Mr.Mir
Probably this is a mod of lower quality but bear with me

Nightfall
  1. 00:00:100 - 00:22:168 - About this section:
    1. Even though the first set of 1/1 reverse ( by set i mean every 4 1/1 reverses ) land on something really faint on the reverse tick, the subtle bell sound, The second set doesnt in fact have the bell ring on the reverse, especially 00:08:375 (3,4) - .( either that or im going deaf) Would ruin the consistent patterning but it would work better as either 1/2 slider circle for the accentuation on the following white ticks, or a simple 1/1
    2. 00:11:134 (1,2,3,4) - With the introduction of a new synth i would expect something in a form of a pattern switch to accentuate the new sound. Same applies on the next set well, where the same synth is even more impactful
    3. 00:20:789 (4,5,6,7) - It feels really awkward that you make a more dense and more impactful vocal rhythm require less movement than a reverse thats mapped to subtle bells. I would definitely offer more spacing here
  2. 00:22:168 (1) - Would be more optimal to end the reverse here 00:24:927 - so as to make 00:26:306 - clickable, much as 00:27:686 (1) - is clickable
  3. 00:34:582 (1,2) - Comparing the distance travalled between these weaker sounds and the distance between 00:35:962 (2,3) - makes the latter rather underwhelming
  4. 00:46:996 - a 1/1 slider here would break the silence of this rather large gap between 00:46:306 (3,4) -
  5. 00:48:375 (6,7) - This is in no way expected to the player. its 1/3 tick later than than previous 1/3 snaps yet its directly stacked and not overlapped like 00:48:260 (5,6) - . Offering double that spacing would be a more logical choice, and would also provide some more visual distance so the snap is distinguished
  6. 00:58:031 - Again a 1/1 slider here would make this large rhythm gap way more interesting
  7. 01:02:168 (3,4) - Same as 00:48:375 (6,7) -
  8. 01:04:927 (1) - Im suprised you didnt map the 1/1 vocals here, even though u did it here 00:20:789 (4,5,6,7) - which was supported on relatively weaker background sounds
  9. 01:17:341 (1) - ANGERY HULK SLIDER MOVING AT INCREDIBLY HIHG SPED
  10. 01:29:927 (3,4) - The snare here is way more impactful than the following kicks. The movement to get to it however isnt as impactful and is easily overshadowed by the Humungous spacing here 01:30:358 (5,6) -. Due to slider leniency 3 isnt even going to be followed fully, so the movement to 4 is minimal
  11. 01:31:134 (1,2) - IMO this is really cluttered and doesnt really accentuate the wub on 2, because there almost no movement. The sudden movement stop also hinders the follow towards the next object
  12. 01:32:168 (2,3) - Stack owo
  13. 01:33:720 (9,10) - Would be way neater if these babies retained the circlular flow introduced in the previous rhythm something like this would suffice
  14. 01:38:634 (3,4,5,6,7,8) - The angling of the stream here is a but awkward considering that there isnt anything relatively stronger here 01:38:806 (5,6) - that would ask for a snappy transition. Mapping this as a curve altogether would help with song expression
  15. 01:40:962 (3) - ctrl-h here and then restacking on top of the previous project would make the pattern less cluttered and also offer a more snappy movement thats fitting to the kick on 4
  16. 01:43:893 (3) - This is supposed to be a 1/2 slider, consistency with 01:32:858 (3) -
  17. 01:51:306 (5,6) - Would expect more spacing here considering the impact of the snare, and also taking into account the bigger spacing on the counterpart in the following stanza here 01:56:824 (5,6) -
  18. 02:03:203 (2,3) - You could make the direction change more apparent here by ctrl g ing 3 and adding more spacing
  19. 02:10:444 (4,5,1) - Uhh i get that the synth is dying down but ehh this is pretty cluttered, i get the reading challenge introduced but spreading them out on the playfield more would encourage more movement
  20. 02:17:686 (8,9,10,1) - I find the angling here too harsh, considering the similar counter in the first kiai of the same rhythm incorporated a more circular flow. Also it would have been nicer if object placement wasnt as cluttered
  21. 02:26:651 (2) - This is like completely hidden under the previous slider. The only way to predict that its a slider is because this sound is consistently expressed with sliders. However i would make the slider placement more clear ( i might be too close minded when it comes to patterning with such a cluttered basis but bear with me here )
  22. 02:31:479 (7,8) - I dont really see the movement i expected here, nor a similar movement that other similar kickslider pattern introduced. Due to slider leniency, the movevement is minimal and the cursor almost moves at a straight line, which is not the case for other kickslider patterns, which are more snappy in their movements, or more circular
  23. 02:34:237 (8,1) - 1/4 snapping with slider-end -> slider head stacked, and directly after this there is a 1/2 snapping with the same placement here 02:34:927 (2,3) - . I would suggest some differentiation here
  24. 02:36:651 (3) - Uhh the sliderend is sooo strong its a shame its not clickable, in contrast with 02:35:444 (4,5) - which is way more fitting musically
  25. 02:39:410 (3,4) - Similar point here^
    Side Note: I guess the 3 1/4 snapping-connected sliders are consistently used every second measure, so the strong kick on sliderend is consistetly used. I still think its kinda awkward musically but its still consistently used. Not gonna point it out anymore but yeah here are my two cents
  26. 02:46:306 (3,4) - 3->4 would generally be expected to be spaced less than 4->5, and it actually is most of the time, but the former jump here is way stronger than the latter, making a synth -> kick jump stronger than a kick -> snare jump
  27. 02:56:651 - 03:15:272 - my nitpicky notes about the starting section of the song apply here as well
  28. 03:15:272 - 03:18:031 - You could insert break time here. Think about the children and their health points diminishing!! In order to keep the impact of the vocals you could drag the break time back up to here 03:18:031 -
  29. 03:18:720 (1,2,3) - A somewhat neat suggestion about these; If you remember the "ANGERY HULK SLIDER MOVING AT HIGH SPEEDS" section, u used the more intense green combo colour to signify the SV increase. Since theres still an SV mechanic used here, why not use the saturated version of the green colour ( like, the other green ) on the slightly faster sliders to give a neat effect!
  30. 03:26:996 (1) - I think this should be coloured the strong green cuz FAST HULK SLIDER
  31. 03:38:031 (1) - Green Hulk slider as well cuz yadda yadda fast boi
  32. 04:04:410 (7,8,1) - Would space this out a bit more its 0.10x DS lower than most edgy bois like this one
  33. 04:08:031 (5,6) - Swithing them around on the timeline would go a long way to emphasizing this jump 04:08:203 (6,1) - better, in a sense that the jump here 04:07:858 (4,5) - would be made more linear and the directly following jump would be an intense downward movement that would accentuate the sound better
  34. 04:13:548 (8) - You could make this into a 1/2 slider instead to offer a vocal hold. Even you have strictly mapped the strong bassline, and the kicks i feel like the break is a bit too much this into the kiai
  35. 04:15:272 (6) - Probably subjective but you could ctrl g this and move it more upwards to make the movement to the edgy boi have more impact
  36. 04:24:065 (4) - Unintentional normal sampleset here?
  37. 04:35:445 (3) - To be consistent with your patterning i would have expected this to be subtly overlapped under 04:34:927 (1) - , giving off a similar effect with the 2 kicks here 04:33:548 (2,3,4) -
  38. 04:39:582 (2,3,4) - Why no triple here. Would have been waayyy more impactful
  39. 04:44:582 (1,2,3,1,2,3,1,2,3,1,2,3) - This is SEXY
  40. 04:46:478 (3,1) - However this could be more spaced!
  41. 04:59:410 (1) - You could do utilize the green colorhaxing mechanic on these fast bois as well for the neat effect. This applies to all following iterations of the fast bois of this section and also the similar fast bois in the previous but similar section here 01:50:444 - which i totally forgot to mention cause im a """"""good"""""" modder
  42. 05:30:789 - Same as 03:18:720 (1,2,3) - regarding using the saturated green combo colour to emphasize the fast bois. And also using the more "green" green combo colour for the ultra fast bois like 05:39:410 (1) -

This should cover everything i have to say. Really interesting map with truly intuitive mechanics and ideas, as expected by you! One more mir map done. Im waiting for my next assignment
Best of Luck!! Although this thing is pretty ready

Edit: Side note: 01:32:168 (2,3) - you kinda missplaced the timeline here, before halfy's mod 01:32:168 (2) - ended here 01:32:772 - . However now this is not the case. Also this wasnt brought up in halfy's mod so the different snap could be and unintentional mistake
lcfc
nokashi's back with even bigger wallmods x)
Nokashi
Topic Starter
Mir

Nokashi wrote:

Hello There!
Still on vacation but I am managing with a 30fps laptop and the goodwill of helping Mr.Mir
Probably this is a mod of lower quality but bear with me

Nightfall
  1. 00:00:100 - 00:22:168 - About this section:
    1. Even though the first set of 1/1 reverse ( by set i mean every 4 1/1 reverses ) land on something really faint on the reverse tick, the subtle bell sound, The second set doesnt in fact have the bell ring on the reverse, especially 00:08:375 (3,4) - .( either that or im going deaf) Would ruin the consistent patterning but it would work better as either 1/2 slider circle for the accentuation on the following white ticks, or a simple 1/1 - I'm not really following that, I'm following the overall tone of the specific beat so the reverse and end land on random stuff depending on what the song is doing variation-wise so that's why they're the same in position
    2. 00:11:134 (1,2,3,4) - With the introduction of a new synth i would expect something in a form of a pattern switch to accentuate the new sound. Same applies on the next set well, where the same synth is even more impactful - again it's a very subtle addition and i don't think is worth emphasizing that much cuz the tones im following are all the same there
    3. 00:20:789 (4,5,6,7) - It feels really awkward that you make a more dense and more impactful vocal rhythm require less movement than a reverse thats mapped to subtle bells. I would definitely offer more spacing here - both require very little movement but circles are clickable and reverses arent so there's tapping involved here too
  2. 00:22:168 (1) - Would be more optimal to end the reverse here 00:24:927 - so as to make 00:26:306 - clickable, much as 00:27:686 (1) - is clickable - the only way to make this work is by leaving it unclickable since 00:29:065 - exists and i want the reverses to be here on this sound where 00:24:927 - also has that sound so a reverse goes here but then where do i make the other sound clickable? i think ending the reverse on that sound is good enough cuz it's emphasis through it's end and having it clickable next is just a consequence of this game not letting me do what i want xd
  3. 00:34:582 (1,2) - Comparing the distance travalled between these weaker sounds and the distance between 00:35:962 (2,3) - makes the latter rather underwhelming
  4. 00:46:996 - a 1/1 slider here would break the silence of this rather large gap between 00:46:306 (3,4) - nah the break is intentional
  5. 00:48:375 (6,7) - This is in no way expected to the player. its 1/3 tick later than than previous 1/3 snaps yet its directly stacked and not overlapped like 00:48:260 (5,6) - . Offering double that spacing would be a more logical choice, and would also provide some more visual distance so the snap is distinguished - this is inconsistent so fixed anyways, i want it slightly overlapped so it's easier to read
  6. 00:58:031 - Again a 1/1 slider here would make this large rhythm gap way more interesting
  7. 01:02:168 (3,4) - Same as 00:48:375 (6,7) -
  8. 01:04:927 (1) - Im suprised you didnt map the 1/1 vocals here, even though u did it here 00:20:789 (4,5,6,7) - which was supported on relatively weaker background sounds
  9. 01:17:341 (1) - ANGERY HULK SLIDER MOVING AT INCREDIBLY HIHG SPED - tfw it's 1.0x
  10. 01:29:927 (3,4) - The snare here is way more impactful than the following kicks. The movement to get to it however isnt as impactful and is easily overshadowed by the Humungous spacing here 01:30:358 (5,6) -. Due to slider leniency 3 isnt even going to be followed fully, so the movement to 4 is minimal
  11. 01:31:134 (1,2) - IMO this is really cluttered and doesnt really accentuate the wub on 2, because there almost no movement. The sudden movement stop also hinders the follow towards the next object - addressed this in yami's mod, it's more about the whole whirring noise constantly present in the kiai, it's not here so i made the movement a lot less to reflect that
  12. 01:32:168 (2,3) - Stack owo - wha i see nothing ;-;
  13. 01:33:720 (9,10) - Would be way neater if these babies retained the circlular flow introduced in the previous rhythm something like this would suffice
  14. 01:38:634 (3,4,5,6,7,8) - The angling of the stream here is a but awkward considering that there isnt anything relatively stronger here 01:38:806 (5,6) - that would ask for a snappy transition. Mapping this as a curve altogether would help with song expression - the wub comes in there tho
  15. 01:40:962 (3) - ctrl-h here and then restacking on top of the previous project would make the pattern less cluttered and also offer a more snappy movement thats fitting to the kick on 4 - did something similar
  16. 01:43:893 (3) - This is supposed to be a 1/2 slider, consistency with 01:32:858 (3) -
  17. 01:51:306 (5,6) - Would expect more spacing here considering the impact of the snare, and also taking into account the bigger spacing on the counterpart in the following stanza here 01:56:824 (5,6) -
  18. 02:03:203 (2,3) - You could make the direction change more apparent here by ctrl g ing 3 and adding more spacing - hmm i don't think it's necessary, the sv kinda already emphasizes this change
  19. 02:10:444 (4,5,1) - Uhh i get that the synth is dying down but ehh this is pretty cluttered, i get the reading challenge introduced but spreading them out on the playfield more would encourage more movement - it's not really that hard. Plus a lot of movement isn't what I'm going for I'm going for specific circular movement here
  20. 02:17:686 (8,9,10,1) - I find the angling here too harsh, considering the similar counter in the first kiai of the same rhythm incorporated a more circular flow. Also it would have been nicer if object placement wasnt as cluttered - tried something with more circular stuff on the last triple
  21. 02:26:651 (2) - This is like completely hidden under the previous slider. The only way to predict that its a slider is because this sound is consistently expressed with sliders. However i would make the slider placement more clear ( i might be too close minded when it comes to patterning with such a cluttered basis but bear with me here )
  22. 02:31:479 (7,8) - I dont really see the movement i expected here, nor a similar movement that other similar kickslider pattern introduced. Due to slider leniency, the movevement is minimal and the cursor almost moves at a straight line, which is not the case for other kickslider patterns, which are more snappy in their movements, or more circular
  23. 02:34:237 (8,1) - 1/4 snapping with slider-end -> slider head stacked, and directly after this there is a 1/2 snapping with the same placement here 02:34:927 (2,3) - . I would suggest some differentiation here
  24. 02:36:651 (3) - Uhh the sliderend is sooo strong its a shame its not clickable, in contrast with 02:35:444 (4,5) - which is way more fitting musically - i'm following the bass shifts here, you know me i barely ever follow drums in dnb songs/sections I always find other things to follow xD
  25. 02:39:410 (3,4) - Similar point here^
    Side Note: I guess the 3 1/4 snapping-connected sliders are consistently used every second measure, so the strong kick on sliderend is consistetly used. I still think its kinda awkward musically but its still consistently used. Not gonna point it out anymore but yeah here are my two cents - owo addressed
  26. 02:46:306 (3,4) - 3->4 would generally be expected to be spaced less than 4->5, and it actually is most of the time, but the former jump here is way stronger than the latter, making a synth -> kick jump stronger than a kick -> snare jump
  27. 02:56:651 - 03:15:272 - my nitpicky notes about the starting section of the song apply here as well
  28. 03:15:272 - 03:18:031 - You could insert break time here. Think about the children and their health points diminishing!! In order to keep the impact of the vocals you could drag the break time back up to here 03:18:031 - it wouldn't affect hp that much and the effect is too good to kill with a break imo :?
  29. 03:18:720 (1,2,3) - A somewhat neat suggestion about these; If you remember the "ANGERY HULK SLIDER MOVING AT HIGH SPEEDS" section, u used the more intense green combo colour to signify the SV increase. Since theres still an SV mechanic used here, why not use the saturated version of the green colour ( like, the other green ) on the slightly faster sliders to give a neat effect! - they are using the saturated green?
  30. 03:26:996 (1) - I think this should be coloured the strong green cuz FAST HULK SLIDER - nuh uh these aren't the same type!
  31. 03:38:031 (1) - Green Hulk slider as well cuz yadda yadda fast boi
  32. 04:04:410 (7,8,1) - Would space this out a bit more its 0.10x DS lower than most edgy bois like this one
  33. 04:08:031 (5,6) - Swithing them around on the timeline would go a long way to emphasizing this jump 04:08:203 (6,1) - better, in a sense that the jump here 04:07:858 (4,5) - would be made more linear and the directly following jump would be an intense downward movement that would accentuate the sound better
  34. 04:13:548 (8) - You could make this into a 1/2 slider instead to offer a vocal hold. Even you have strictly mapped the strong bassline, and the kicks i feel like the break is a bit too much this into the kiai - mh i want to emphasize the drums here since it's largely a drum breakdown
  35. 04:15:272 (6) - Probably subjective but you could ctrl g this and move it more upwards to make the movement to the edgy boi - moved a bit closer but leniency will have the movement kinda irrelevant
  36. 04:24:065 (4) - Unintentional normal sampleset here?
  37. 04:35:445 (3) - To be consistent with your patterning i would have expected this to be subtly overlapped under 04:34:927 (1) - , giving off a similar effect with the 2 kicks here 04:33:548 (2,3,4) -
  38. 04:39:582 (2,3,4) - Why no triple here. Would have been waayyy more impactful - again listening to the whirring noise in the back it's very consistent unlike for 04:42:168 (2,3,4) - and etc which it spikes for the sliders
  39. 04:44:582 (1,2,3,1,2,3,1,2,3,1,2,3) - This is SEXY - thank you owo
  40. 04:46:478 (3,1) - However this could be more spaced!
  41. 04:59:410 (1) - You could do utilize the green colorhaxing mechanic on these fast bois as well for the neat effect. This applies to all following iterations of the fast bois of this section and also the similar fast bois in the previous but similar section here 01:50:444 - which i totally forgot to mention cause im a """"""good"""""" modder - the green thingies are more for the bigger contrasts in the softer sections than fast bois in the more active sections cuz they just.. happen (more for readability than anything actually) so I don't think I need them here
  42. 05:30:789 - Same as 03:18:720 (1,2,3) - regarding using the saturated green combo colour to emphasize the fast bois. And also using the more "green" green combo colour for the ultra fast bois like 05:39:410 (1) -

This should cover everything i have to say. Really interesting map with truly intuitive mechanics and ideas, as expected by you! One more mir map done. Im waiting for my next assignment
Best of Luck!! Although this thing is pretty ready

Edit: Side note: 01:32:168 (2,3) - you kinda missplaced the timeline here, before halfy's mod 01:32:168 (2) - ended here 01:32:772 - . However now this is not the case. Also this wasnt brought up in halfy's mod so the different snap could be and unintentional mistake - yeah fixed
*pants* Finally.. finished.. replying..

x.x

Thanks Nokashi!!
LMT

  • [creepy dude stalkin behind me in the alleys]
  1. 01:56:479 - missing beat? 01:59:237 - this is different btw.
  2. 02:00:789 (2,3,1) - this needs a better pattern. https://osu.ppy.sh/ss/8900642 not the best i could come up with, but atm the spacing for the 1/6 wub is not very recognisable.
  3. 03:52:513 (1) - I get why you want to make this but there's literally nothing here.
  4. 03:58:031 (1) - ^
  5. 05:04:237 (4) - sound is extended like 05:03:548 (1) - and this plays like a click so i think you should make this at least a 1/2
  6. 04:05:444 (5,6) - I think those should still be stack then 1/4 jump because this looks more like hihats which isn't what you want to emphasise here.
  7. 04:10:962 (5,6) - ^, and the rest of the kiai
  8. 04:12:686 (1,2,3,4,1,2,3,4) - it's gonna be a spike (though probably justifiable), but those triples should really be stack -> 1/4 jump like other kicks as well due to concepts. https://osu.ppy.sh/ss/8901161
  9. 05:08:375 (1) - if this follows the percussions then 05:08:203 - this should be mapped as well
  10. 02:17:255 (4,5,6) - don't really like how this rhythm is presented, but there isn't an easy way either... How about this? https://osu.ppy.sh/ss/8901289
  11. 01:38:634 (3) - ^ same-ish issue, you kinda want to separate a strong kick with the rest.
  12. 01:49:668 (1) - ^ , you know the drill
  13. 01:55:617 (1) - the kick on the sliderend is way too passive imo. a circle stacked on the downbeat instead?
  14. 02:30:617 (3) - use red note? looks a bit unfitting in this pattern.
sorry for the late mod T_T was really busy.
nice map gl mirmir
Topic Starter
Mir

LMT wrote:


  • [creepy dude stalkin behind me in the alleys]
  1. 01:56:479 - missing beat? 01:59:237 - this is different btw.
  2. 02:00:789 (2,3,1) - this needs a better pattern. https://osu.ppy.sh/ss/8900642 not the best i could come up with, but atm the spacing for the 1/6 wub is not very recognisable.
  3. 03:52:513 (1) - I get why you want to make this but there's literally nothing here.
  4. 03:58:031 (1) - ^ - wot there's a really drawn out "wooooooooooooooooooooooooo" sound in the back :(
  5. 05:04:237 (4) - sound is extended like 05:03:548 (1) - and this plays like a click so i think you should make this at least a 1/2 - you might call me crazy but i do hear subtle change of the sound, the second one sounds more staccato than the first
  6. 04:05:444 (5,6) - I think those should still be stack then 1/4 jump because this looks more like hihats which isn't what you want to emphasise here.
  7. 04:10:962 (5,6) - ^, and the rest of the kiai - when the bass in the back is more broken like 04:03:548 (2,3,4) - i make a 1/4 jump but when there's not broken bass 04:06:306 (2,3,4) - or hihats like you pointed out, i don't put a 1/4 jump
  8. 04:12:686 (1,2,3,4,1,2,3,4) - it's gonna be a spike (though probably justifiable), but those triples should really be stack -> 1/4 jump like other kicks as well due to concepts. https://osu.ppy.sh/ss/8901161 - explained above
  9. 05:08:375 (1) - if this follows the percussions then 05:08:203 - this should be mapped as well
  10. 02:17:255 (4,5,6) - don't really like how this rhythm is presented, but there isn't an easy way either... How about this? https://osu.ppy.sh/ss/8901289
  11. 01:38:634 (3) - ^ same-ish issue, you kinda want to separate a strong kick with the rest.
  12. 01:49:668 (1) - ^ , you know the drill - im pretty sure the strong kick is the first one o.o the rest are just extra softer ones afterward
  13. 01:55:617 (1) - the kick on the sliderend is way too passive imo. a circle stacked on the downbeat instead? - im more focused on dragging out the growl than the kick here
  14. 02:30:617 (3) - use red note? looks a bit unfitting in this pattern. - its fine cuz 02:29:755 (1,7,8) -
sorry for the late mod T_T was really busy.
nice map gl mirmir
Thanks LMT!!!
Lasse
05:33:115 - unsnapped tail

would only start using hihat hitnormals from 01:28:375 - onward, default soft seems nicer before. just use a copy of this sampleset with deleted hitnormal
02:34:582 - part should probably be ~80% like 01:50:444 -
02:55:272 - should be even less volume, also same for not using hihats until 03:18:720 -
03:19:410 (3) - how about using normal sliderwhistles on all the (3)s in this part? + 03:27:686 (2) - 03:38:720 (2) -
05:31:824 (3) - ^
03:46:306 (1) - shouldnt all green sliders in this part have kicks on head?

01:20:100 (1,1) - these things are quite edgy, but seems like the first one is fully faded out before second one is fully faded in and they seemed fine to sightread to me without seeing them in editor first
00:49:324 (7) - 00:57:571 (4) - stacking these rhythms would really help reading the snapping difference
01:06:306 (1,1) - volume sounds fine on heads, but ticks and repeats/tails would be nicer with less
01:34:582 (1,2) - the way this suddenly overlaps looks so out of place with your other visuals, why not something like http://i.imgur.com/0aJoAdd.jpg
01:39:410 (1) - you already had low spacing on some other things and all so I don't think it makes the finish stand out here, could probably just ctrlg, which also adds an outstanding flow break on the sliderbody
01:45:962 (2) - how about something like http://i.imgur.com/vDgGrE2.jpg to make it cute with the next kickslider?
01:53:806 (3,1,1,1,1) - can you introduce this a bit bit simpler, mainly movement wise, like a less ugly version of http://i.imgur.com/2QUjbya.jpg maybe
also I think the nc spam is not needed since you colorhax them anyways and after the first one the way you do these patterns should give it away too
02:00:789 (2) - since you only mapped it as repeat anyways I think ignoring the 1/6 and just mapping more 1/3 circles would work better, maybe even something like http://i.imgur.com/JvGlCmn.jpg
02:01:134 (1) - should at least end on 1/3 cause of the noticeable sound there, feels pretty weird to play right now, but I think a 1/3 repeat would be even better
03:32:169 (4) - stack :eyes: -- 04:59:065 (7,1) - dying
04:57:226 (1,2,3,1) - same 1/3 thing again here
05:19:410 (3,4) - perfectly axis parallel pattern looks so out of place with everything else here lol

fun map but the 4 hour long intro is 😒
get bubble and I can qualify
Topic Starter
Mir

Lasse wrote:

05:33:115 - unsnapped tail

would only start using hihat hitnormals from 01:28:375 - onward, default soft seems nicer before. just use a copy of this sampleset with deleted hitnormal
02:34:582 - part should probably be ~80% like 01:50:444 -
02:55:272 - should be even less volume, also same for not using hihats until 03:18:720 -
03:19:410 (3) - how about using normal sliderwhistles on all the (3)s in this part? + 03:27:686 (2) - 03:38:720 (2) -
05:31:824 (3) - ^
03:46:306 (1) - shouldnt all green sliders in this part have kicks on head?

01:20:100 (1,1) - these things are quite edgy, but seems like the first one is fully faded out before second one is fully faded in and they seemed fine to sightread to me without seeing them in editor first - edgy yes, but i think they should be fine - i asked doyak about it and he seemed to agree they're pretty edgy but ultimately not an issue to read
00:49:324 (7) - 00:57:571 (4) - stacking these rhythms would really help reading the snapping difference - originally i had it stacked and it was actually harder to read, so not gonna apply this
01:06:306 (1,1) - volume sounds fine on heads, but ticks and repeats/tails would be nicer with less
01:34:582 (1,2) - the way this suddenly overlaps looks so out of place with your other visuals, why not something like http://i.imgur.com/0aJoAdd.jpg
01:39:410 (1) - you already had low spacing on some other things and all so I don't think it makes the finish stand out here, could probably just ctrlg, which also adds an outstanding flow break on the sliderbody
01:45:962 (2) - how about something like http://i.imgur.com/vDgGrE2.jpg to make it cute with the next kickslider?
01:53:806 (3,1,1,1,1) - can you introduce this a bit bit simpler, mainly movement wise, like a less ugly version of http://i.imgur.com/2QUjbya.jpg maybe
also I think the nc spam is not needed since you colorhax them anyways and after the first one the way you do these patterns should give it away too
02:00:789 (2) - since you only mapped it as repeat anyways I think ignoring the 1/6 and just mapping more 1/3 circles would work better, maybe even something like http://i.imgur.com/JvGlCmn.jpg
02:01:134 (1) - should at least end on 1/3 cause of the noticeable sound there, feels pretty weird to play right now, but I think a 1/3 repeat would be even better
03:32:169 (4) - stack :eyes: -- 04:59:065 (7,1) - dying
04:57:226 (1,2,3,1) - same 1/3 thing again here
05:19:410 (3,4) - perfectly axis parallel pattern looks so out of place with everything else here lol

fun map but the 4 hour long intro is 😒
get bubble and I can qualify
Thanks Lasse!
-Mo-
General
- You could probably crop the background to a proper 16:9 dimension image to save some file space (or to 21:9 if you want to be weird).
- 04:46:995 - AIMod is angry at this unsnapped kiai.

01:17:341 (1,1) - I want to say this looks like to me the first slider isn't faded out before the second one is fully faded in (I see it's fully faded in at 01:17:880.) and would make this unrankable. It may be sight readable, but rules are rules and a line has to be drawn somewhere (Also checked with Wafu and he says they break the rule since it apparently fades faster in-game compared to the editor).

RC
Every slider must have a clear and visible path to follow from start to end. Sliders which overlap themselves in a way that makes any section unreadable or ambiguous cannot be used, such as burai sliders and hold sliders without straightforward slider borders. When perfectly overlapping two slider bodies, the first slider must be fully faded out before the second slider is fully faded in.

Nightfall
- Lot's of nazi stack stuff but I can't be bothered to list them all. Do what you want with them.
- 00:49:295 (7) - I would may be offset these a little more to make it clearer that these aren't a 1/3 rhythm gap like 5-6. The current offset doesn't seem like enough indication to me.
- 01:06:306 (1) - Head is missing whistle I think.
- 01:32:168 (2) - Head is missing clap.
- 02:05:962 (2) - If you care about blanket stuff I'd nudge this over to 443:73.
- 03:26:996 (1) - 03:38:031 (1) - I would Ctrl+G these so that the change in direction adds more emphasis on the beat.
- 03:55:272 (1) - Is this supposed to use normal-whistle? If so, would you consider a normal whistle on 03:49:755 (1)?
- 04:58:031 - Is this section supposed to be green? I though that only the kiai times used green combos (also 05:30:789 was monotone for these same rhythms earlier in the map at 03:18:720.)
- 05:11:479 (4) - Should be higher spacing for the snare drum.
- 05:24:927 (3) - It didn't seem like you typicaly stacked 3s like this (they looked to always be offsety), so I'm wondering if this is intentional.
- 05:51:134 (3) - There's no drum anymore in the music so I'd remove the clap.

I want to see more discussion on that overlapping slider thing since I believe that it's breaking the rule and should not be allowed, but apparently it's gotten approval from a T2 and a QAT already.
Topic Starter
Mir

-Mo- wrote:

General
- You could probably crop the background to a proper 16:9 dimension image to save some file space (or to 21:9 if you want to be weird). - i'm too lazy xD this is under the required limit so i'll keep it
- 04:46:995 - AIMod is angry at this unsnapped kiai.

01:17:341 (1,1) - I want to say this looks like to me the first slider isn't faded out before the second one is fully faded in (I see it's fully faded in at 01:17:880.) and would make this unrankable. It may be sight readable, but rules are rules and a line has to be drawn somewhere (Also checked with Wafu and he says they break the rule since it apparently fades faster in-game compared to the editor). - i was under the impression that due to the ctrl+g thing it was fine, since the slider end disappears but not so much the slider head at the end of a slider, if that makes sense. Will get more opinions though

RC
Every slider must have a clear and visible path to follow from start to end. Sliders which overlap themselves in a way that makes any section unreadable or ambiguous cannot be used, such as burai sliders and hold sliders without straightforward slider borders. When perfectly overlapping two slider bodies, the first slider must be fully faded out before the second slider is fully faded in.

Nightfall
- Lot's of nazi stack stuff but I can't be bothered to list them all. Do what you want with them.
- 00:49:295 (7) - I would may be offset these a little more to make it clearer that these aren't a 1/3 rhythm gap like 5-6. The current offset doesn't seem like enough indication to me.
- 01:06:306 (1) - Head is missing whistle I think.
- 01:32:168 (2) - Head is missing clap.
- 02:05:962 (2) - If you care about blanket stuff I'd nudge this over to 443:73.
- 03:26:996 (1) - 03:38:031 (1) - I would Ctrl+G these so that the change in direction adds more emphasis on the beat. - hmm I can see how that would work but I think just the speed of the slider itself is what i was going for, not so much actually changing direction
- 03:55:272 (1) - Is this supposed to use normal-whistle? If so, would you consider a normal whistle on 03:49:755 (1)? - that one has an organ sound on it, the one which currently has a whistle. the one you linked doesn't, so I won't put one there
- 04:58:031 - Is this section supposed to be green? I though that only the kiai times used green combos (also 05:30:789 was monotone for these same rhythms earlier in the map at 03:18:720.) - my bad lol
- 05:11:479 (4) - Should be higher spacing for the snare drum.
- 05:24:927 (3) - It didn't seem like you typicaly stacked 3s like this (they looked to always be offsety), so I'm wondering if this is intentional.
- 05:51:134 (3) - There's no drum anymore in the music so I'd remove the clap.

I want to see more discussion on that overlapping slider thing since I believe that it's breaking the rule and should not be allowed, but apparently it's gotten approval from a T2 and a QAT already.
I'll see what more I can bring to the table with the overlapping slider thing. For what it's worth, this is what Doyak had to say:
SPOILER
17:37 Doyak: Yes
17:37 Mir: oh hi
17:37 Mir: i have a question about the sliderbody fade rule thing
17:37 Doyak: I was sleeping for hours xD
17:37 *Mir is editing [https://osu.ppy.sh/b/1383338 Rusty K - Dark Eyes [Nightfall]]
17:37 Mir: 01:17:341 (1,1) -
17:37 Mir: oh good morning xD
17:38 Doyak: nah not actual morning xD
17:38 Doyak: still midnight here
17:38 Mir: weeeeell kinda o;
17:39 Mir: would those sliders be unrankable
17:41 Doyak: hmmmmm
17:41 Doyak: "When perfectly overlapping two slider bodies, the first slider must be fully faded out before the second slider is fully faded in."
17:41 Doyak: kinda at the edge
17:42 Doyak: 01:18:031 -
17:42 Doyak: I can still see the previous note in the editor
17:42 Doyak: only the head though
17:42 Mir: mm but like
17:42 Mir: when the first slider is over
17:42 Mir: the slidertail disappears so the head is visible
17:42 Mir: of the second one
17:43 Doyak: but, do you really need to keep this?
17:43 Mir: i would prefer to keep it but if it's such an edge case i might change it
17:43 Doyak: like, it's not good if you overlap them just very little?
17:43 Mir: no cuz you'd have movement that way
17:44 Mir: i want a complete stop on the end of the slider
17:44 Doyak: or make some curves while going back
17:45 Doyak: I personally think this is acceptable, but it's still on the edge
17:45 Mir: okay, i'll keep it in mind

I can ask for opinions from another QAT though. Thanks Mo!

Edit: In the end I just decided on a miniscule overlap. I hope that's fine.
C00L
my 2 pence here:

Intro


Mir the song is really sick, map at most times ye... but at some not really. For example the intro feels so so so bland and boring, there's so many other things you could have done to make it more exciting for the player. I do understand you're trying to make it consistent but since the gaps between objects are so large i seriously suggest you at changing some rhythms to some lets say "more unique ones" Here's something i would recommend to be changed in the intro:

00:00:100 (1) - this first repeat slider is cool but imo you're seriously underestimating it's posibilities, considering that the first 15 seconds of the song are the same rhythm and slilders and sv it just... it gets boring. I suggest you maybe to underline the noticable pitches by doubling the sv on every beat like this one ( 00:02:858 (3) -, 00:05:617 (1) - etc.) to 0.4x and making some sort of sharper edge on the repeat slider to make it stand out more, that way you would actually emphasise the whooshes happening every slider like this one 00:00:100 (1,3) - that (2) and (4) don't have. I can see that you didn't really want to map to the vocals in the beginning so i guess that's fine, but making slight changes like that suggestion above would make the beginning less boring and more intriguing since you would actually move your cursor a bit differently depending on the whooshes.

00:05:617 (1) - here on the other hand since you went through a whole "bar" (4 measures) of music here you can do something different rhythm wise, so you could make the sv double again at 00:05:617 (1) - and (3) again for example, but this time round for the next "bar" you could change the rhythm to except having a constant repeat slider you could have a 1/1 slider followed by a circle after a 1/1 gap. You would just need to keep the spacing relevant to the sound and the shape as sharp as the previous suggestion and for stuff like (2) and (4) you could keep the spacing shorter and the sv as well. That way you would form a really strong emphasis in the beginning whilst keeping the density relatively similar to what you had earlier, this would also make this less repetetive, interesting first half of the song whilst still keeping things consistent. Plus if you done both of these they would slide in nicely into the 00:20:444 (4,5,6,7,8) - and not interfere with it in any way.

00:28:031 (2) - Imo you could map this vocal here in a 1/1 repeat slider fashion, that way you would throw back to the beginning a little and also make it less "gappy"(more filler rhythm in some sense, although it's not filler xd) playability wise.

00:29:065 (3) - just personal preference i guess, you could stop this sliders second repeat since the vocals at 00:31:824 - would give this cool "dramatic effect when ended there, plus you could place a note on 00:33:203 - which would match it's intensity and be clickalble as well.

00:40:100 (2) - ^ and etc.



Rest plays fine, it's just that really repetetive intro. It will be the first time i say this but you made it too consistent xd, for no reason as well cuz there's actually some cool stuff you could make with this like 00:06:134 - these sounds here, but ofc you didn't intend to map to them which is totally understandable.


Pre-Kiai


01:17:341 (1,1) - I told you this once and I'll mention it here again, Imo you're seriously wasting the possibilities of this section (and the one later on) since you've made the slider velocity usage so cool already, it just lacks... aesthetics to go with the music...shapes that underline the song... sliders that make the player get what's going on more clearly. I suggest you once again to consider changing the shapes of the second sliders into something similar to the previous shape just more developed... for example 01:17:341 (1,1) - could be something like this and the really curvy slider like this one 01:20:100 (1) - could be something else, you said that you would strugle to think of something to it. Don't make the editor limited to yourself, make the editor limited to your imagination! why except of this sharp semi circle coudn't you make it less curvy and do something along the lines of this ofc aesthetics are received differently but those are just some ideas. I hope you do ahead and change these since it would add some uniqueness to the map as well, since this is one of the cool sections of the song but it uses very basic shapes.

After Kiai


**This one is actually inbetween but it's pointless creating a seperate section for it**
01:53:893 (1,2,3) - you could add some curve to it rather than making it a straight line, considering that 01:54:122 (3,1) - flow in a sort of raggidy fashion then that would fit much better, 01:59:410 (1,2,3) - also considering how you done it herexd

**Ok onto after kiai**

02:35:272 (3) - I'm guessing you didn't really have this in mind whilst mapping this but this sort of snapping gap & overlap combo is really killing any tension you try to build in this section, as soon as it hits a sort of peek it drops down as soon as something similar like that is played, since you're literally forcing the player to a stop for a solid 1/1 gap. So for example 02:36:996 (4,1,2,3) - this tension was rising and stayed more or less the same for a good chunk of the music before (3) came up, it forces the player to come to a complete hold before moving to the next object. This of course woudn't be a bad thing if the section was quiet and not that dense, but considering the stuff you're building up in spacing wise and intensity wise it doesn't match up, it makes it feel really really undermapped, I'm saying this not only from a mappers perspective but also from a players perspective. When playing this section at first i thought those objects were at a 1/4 gaps and the sliders were 3/4 beforehand... to my surprise they weren't which felt really underwhelming. It felt like I travelled the sahara desert with confidence and bravery with a water bottle to then once arriving at the junction to the continuation of the journey I discover the water bottle is punctured and I lost all my water, but along the way after the turn there are puddles of water which I will be able to refill my water bottle, but it will be useless since it will in the end... be empty. What I mean by that is that like on the sahara desert you collect the water into the water bottle 02:35:962 (1,2,3,4) - and then you realise it's empty again 02:37:686 (2,3) - so you start all over all for the same result. I hope my writing convinced u xd... damn i wish i took on English but no i wanted to build shits

02:46:996 (1,2) - oh and ye you mapped this 1/4 in the same logic as a 1/2 would have been so that's really hard to distinguish as well xd




Well that's basically all of my opinion, the kiais are intriguing and fun plus inbetween but the sections I've mentioned above were kinda boring and underwhelming, the sahara part is mostly my opinion but i feel like some people would agree with me. There are more stuff but it's the repetition like the intro section repeats again, all the above could apply for that as well and so on. I hope my opinion brings some changes, since this song is lit af fam :lit:
Topic Starter
Mir

C00L wrote:

my 2 pence here:

Intro


Mir the song is really sick, map at most times ye... but at some not really. For example the intro feels so so so bland and boring, there's so many other things you could have done to make it more exciting for the player. I do understand you're trying to make it consistent but since the gaps between objects are so large i seriously suggest you at changing some rhythms to some lets say "more unique ones" Here's something i would recommend to be changed in the intro:

00:00:100 (1) - this first repeat slider is cool but imo you're seriously underestimating it's posibilities, considering that the first 15 seconds of the song are the same rhythm and slilders and sv it just... it gets boring. I suggest you maybe to underline the noticable pitches by doubling the sv on every beat like this one ( 00:02:858 (3) -, 00:05:617 (1) - etc.) to 0.4x and making some sort of sharper edge on the repeat slider to make it stand out more, that way you would actually emphasise the whooshes happening every slider like this one 00:00:100 (1,3) - that (2) and (4) don't have. I can see that you didn't really want to map to the vocals in the beginning so i guess that's fine, but making slight changes like that suggestion above would make the beginning less boring and more intriguing since you would actually move your cursor a bit differently depending on the whooshes. - so here i was more focusing on the.. entire repetitive thing.. so i did this all intentionally. It's only a couple of seconds of intro and it sets up the mood a lot more if you just take in the song and not focus on every single intricacy of it.

00:05:617 (1) - here on the other hand since you went through a whole "bar" (4 measures) of music here you can do something different rhythm wise, so you could make the sv double again at 00:05:617 (1) - and (3) again for example, but this time round for the next "bar" you could change the rhythm to except having a constant repeat slider you could have a 1/1 slider followed by a circle after a 1/1 gap. You would just need to keep the spacing relevant to the sound and the shape as sharp as the previous suggestion and for stuff like (2) and (4) you could keep the spacing shorter and the sv as well. That way you would form a really strong emphasis in the beginning whilst keeping the density relatively similar to what you had earlier, this would also make this less repetetive, interesting first half of the song whilst still keeping things consistent. Plus if you done both of these they would slide in nicely into the 00:20:444 (4,5,6,7,8) - and not interfere with it in any way. - ah ye same thing as above, i know there's some small variations but they're too small to represent without making the intro way more complicated than it should be imo.

00:28:031 (2) - Imo you could map this vocal here in a 1/1 repeat slider fashion, that way you would throw back to the beginning a little and also make it less "gappy"(more filler rhythm in some sense, although it's not filler xd) playability wise.

00:29:065 (3) - just personal preference i guess, you could stop this sliders second repeat since the vocals at 00:31:824 - would give this cool "dramatic effect when ended there, plus you could place a note on 00:33:203 - which would match it's intensity and be clickalble as well.

00:40:100 (2) - ^ and etc. - these are supposed to follow the repetitive bell thing that goes dong.... dong.... dong... dong and plays exactly like a bell would, going back and forth. The drums and vocals are there by chance and I don't want to emphasize them as much since they just happen.



Rest plays fine, it's just that really repetetive intro. It will be the first time i say this but you made it too consistent xd, for no reason as well cuz there's actually some cool stuff you could make with this like 00:06:134 - these sounds here, but ofc you didn't intend to map to them which is totally understandable.


Pre-Kiai


01:17:341 (1,1) - I told you this once and I'll mention it here again, Imo you're seriously wasting the possibilities of this section (and the one later on) since you've made the slider velocity usage so cool already, it just lacks... aesthetics to go with the music...shapes that underline the song... sliders that make the player get what's going on more clearly. I suggest you once again to consider changing the shapes of the second sliders into something similar to the previous shape just more developed... for example 01:17:341 (1,1) - could be something like this and the really curvy slider like this one 01:20:100 (1) - could be something else, you said that you would strugle to think of something to it. Don't make the editor limited to yourself, make the editor limited to your imagination! why except of this sharp semi circle coudn't you make it less curvy and do something along the lines of this ofc aesthetics are received differently but those are just some ideas. I hope you do ahead and change these since it would add some uniqueness to the map as well, since this is one of the cool sections of the song but it uses very basic shapes. - I understand what you mean, but these are not complicated sounds, they're very plain and uninteresting. Imo they're fine as variable sv, but changing the shapes would be emphasizing them too much

After Kiai


**This one is actually inbetween but it's pointless creating a seperate section for it**
01:53:893 (1,2,3) - you could add some curve to it rather than making it a straight line, considering that 01:54:122 (3,1) - flow in a sort of raggidy fashion then that would fit much better, 01:59:410 (1,2,3) - also considering how you done it herexd - introduced as a straight line because for some reason that is more indicative of 1/3 o.O

**Ok onto after kiai**

02:35:272 (3) - I'm guessing you didn't really have this in mind whilst mapping this but this sort of snapping gap & overlap combo is really killing any tension you try to build in this section, as soon as it hits a sort of peek it drops down as soon as something similar like that is played, since you're literally forcing the player to a stop for a solid 1/1 gap. So for example 02:36:996 (4,1,2,3) - this tension was rising and stayed more or less the same for a good chunk of the music before (3) came up, it forces the player to come to a complete hold before moving to the next object. This of course woudn't be a bad thing if the section was quiet and not that dense, but considering the stuff you're building up in spacing wise and intensity wise it doesn't match up, it makes it feel really really undermapped, I'm saying this not only from a mappers perspective but also from a players perspective. When playing this section at first i thought those objects were at a 1/4 gaps and the sliders were 3/4 beforehand... to my surprise they weren't which felt really underwhelming. It felt like I travelled the sahara desert with confidence and bravery with a water bottle to then once arriving at the junction to the continuation of the journey I discover the water bottle is punctured and I lost all my water, but along the way after the turn there are puddles of water which I will be able to refill my water bottle, but it will be useless since it will in the end... be empty. What I mean by that is that like on the sahara desert you collect the water into the water bottle 02:35:962 (1,2,3,4) - and then you realise it's empty again 02:37:686 (2,3) - so you start all over all for the same result. I hope my writing convinced u xd... damn i wish i took on English but no i wanted to build shits - this is intentional because the bass stops too, and it also provides emphasis for the kick + snare that come up after that where there is none on the 3.

02:46:996 (1,2) - oh and ye you mapped this 1/4 in the same logic as a 1/2 would have been so that's really hard to distinguish as well xd - after having played this overlapping pattern so many times i think having it as 1/4 and spaced a bit still wouldn't be terrible to read




Well that's basically all of my opinion, the kiais are intriguing and fun plus inbetween but the sections I've mentioned above were kinda boring and underwhelming, the sahara part is mostly my opinion but i feel like some people would agree with me. There are more stuff but it's the repetition like the intro section repeats again, all the above could apply for that as well and so on. I hope my opinion brings some changes, since this song is lit af fam :lit:
Ye I understand your concerns but I have my reasons as well. It's difference of interpretation I suppose, we're focusing on different things. :l

Thank you for the post though since this way I can at least explain why I decided to do some things.~
-Mo-
osu! needs more
Topic Starter
Mir
Living up to its name, “Dark Eyes” paints a bleak picture of a cold, dark world, unforgiving to all its inhabitants. An eerie chime sets the tone at the outset, a melody extracted from the beginning of a nightmare. Halftime drums ramp things up before smashing into a vicious breakdown marked by dark, electric bass, an impressive demonstration of the Russian virtuosos knack for sound design. Kicking into full swing, the drop delivers the goods with a forceful, driving groove defined by piercing drums and a mean modulated reece. “Dark Eyes” is a dangerous concoction filled with palpable anger, accompanied with sinister and dark melodical backdrops, a stark picture of a world gone wrong.
-Mo-
Basically, we're blind.
Nao Tomori
more what
squirrelpascals
more bub
Shiirn
less bn posts in a row
Lasse
04:52:513 (1,3,4) - fix gross autostack thanks
ErunamoJAZZ
orz, i came too late

[Dank Eys]
  1. 00:44:927 (1,2) - Those... were difficult to read. They are very close and there is very difficult to know there are not at 1/4 but at 1/3.
    I think that a reason for this, was that DS between 00:40:100 (2,1) - in 0.8x, but after all is at 0.5x.
    Personally, I feel 0.8x more comfortable, but then you may need to move too many notes ^^U, so, my suggestion is to use 0.5x between 00:40:100 (2,1) - instead.
  2. Why not add a slider in 00:57:916 - ?

    or
  3. As personal note, talking as player, patters like 01:28:979 (3,1) - feels very annoying for me, because at the first it is not obvious that that must be played with single tap or so.
  4. 02:54:582 (3) - woo xD, that was... terribly surprising :S, I did not expected this stack. I feel that unstacking in a similar way like the previous sliders could be more readable and nice:
  5. 03:26:996 (1) - Why not with a green color like in 01:59:410 (1,2,3) - ? (I know that my example was because 1/3, and it is not the same case here, but you used bright green for fast long sliders, so what I mean is to use opaque green for short fast sliders)
  6. 03:55:272 (1) - sudden normal whistle xD, Its true that this is the unique place with slow sliders where this sound is, but it feels strange :/
    I wanna suggest to add some green lines to increase the volume step to step, or something like.
  7. Another personal note as player... 04:03:548 (2,3) - those are even more annoying to play xDD (for me), I mean, they look like doubles, so, I can expect something like

    (It is just an example of what my mind think at play it xD)
    But it is not.

    Those stack, at some point, are breaking the flow... idk, I think that something like net example will be a bit less annoying for me ^^U
It is impressive how you made an interesting map from this boring song xDDD
------

Im sorry for late, real world is very hard ~_~
Topic Starter
Mir

ErunamoJAZZ wrote:

orz, i came too late

[Dank Eys]
  1. 00:44:927 (1,2) - Those... were difficult to read. They are very close and there is very difficult to know there are not at 1/4 but at 1/3.
    I think that a reason for this, was that DS between 00:40:100 (2,1) - in 0.8x, but after all is at 0.5x.
    Personally, I feel 0.8x more comfortable, but then you may need to move too many notes ^^U, so, my suggestion is to use 0.5x between 00:40:100 (2,1) - instead. - honestly I feel like these are fine lol, it's just you need to read the first one and the read come into place. I already increased the spacing from a stack so I feel like it's better as it is now. Also the whole second there is 1/3 :?
  2. Why not add a slider in 00:57:916 - ? - cuz im not following the vocals

    or
  3. As personal note, talking as player, patters like 01:28:979 (3,1) - feels very annoying for me, because at the first it is not obvious that that must be played with single tap or so. - after the first one you'll read it, plus the ar is high enough to make this an obvious 1/4, since every other one is like this
  4. 02:54:582 (3) - woo xD, that was... terribly surprising :S, I did not expected this stack. I feel that unstacking in a similar way like the previous sliders could be more readable and nice: - i really don't see how this is surprising x.x
  5. 03:26:996 (1) - Why not with a green color like in 01:59:410 (1,2,3) - ? (I know that my example was because 1/3, and it is not the same case here, but you used bright green for fast long sliders, so what I mean is to use opaque green for short fast sliders) - well cuz this one doesn't need it imo, it's different from the other ones before and the green was more to differentiate the same length sliders than emphasize the faster sounds
  6. 03:55:272 (1) - sudden normal whistle xD, Its true that this is the unique place with slow sliders where this sound is, but it feels strange :/
    I wanna suggest to add some green lines to increase the volume step to step, or something like. - I wouldn't say it's terribly out of place, cuz in the song it's the same way and I'm just bringing that out :D
  7. Another personal note as player... 04:03:548 (2,3) - those are even more annoying to play xDD (for me), I mean, they look like doubles, so, I can expect something like - well again, after you read the first you'll know the rest - and they're not that hard if you know how to play them :D

    (It is just an example of what my mind think at play it xD)
    But it is not.

    Those stack, at some point, are breaking the flow... idk, I think that something like net example will be a bit less annoying for me ^^U - they're supposed to break flow because the bass sound breaks quite noticeably, so the movement is sharper
It is impressive how you made an interesting map from this boring song xDDD
------

Im sorry for late, real world is very hard ~_~
Thanks for the mod but no changes, sorry! I'm fairly confident with the way I chose to map the 1/4 stuff and all the reading/stacking things you'll be able to read on the second playthrough (or if you're decent on the first) so it's quite a subjective stance x.x
Lasse
added "drum and bass" to tags
Namki
ура
grats!
-Visceral-
01:17:341 (1,1) - Literally 0 change in the music with an unreadable sv change that is extremely frustrating to miss on after honestly an incredibly boring intro. ??? Did you literally just do this to piss people off lol
Topic Starter
Mir

Smoothie World wrote:

01:17:341 (1,1) - Literally 0 change in the music with an unreadable sv change that is extremely frustrating to miss on after honestly an incredibly boring intro. ??? Did you literally just do this to piss people off lol
0 change in music?

There's a bass pulse at high velocity and a screeching background noise that is extremely drawn out. It's also colorhaxed for readability and on top of that you start on the head after pausing completely.

I think it's justified, if it pisses people off so be it lol. It's not my fault the song's intro is boring. :/
Please sign in to reply.

New reply