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Thaehan - Saiyajin

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Topic Starter
Grrum

Sotarks wrote:

[saiyan]
00:00:579 (4,5) - reduce volume for those slider ends could be cool – good idea
00:06:079 (5) - this sound should be spaced more than 00:05:913 (4) - thore the sake of intensity – see below
00:08:413 (2,3) - i would ctrl g this rhythm fits more the song – I'd really like to have 00:08:746 (3) – be clickable since there is a strong melody note in the song there. I tried making it all circles and it felt too intense; the slider did a nice job of keeping it calm. Looks like we prioritize different tracks of the song here.
00:13:913 - pls make this clickable – I liked sliders to provide more moments of rest. It feels like better pacing that way.
00:16:746 (5) - same again why this is so low spaced – see below
00:32:579 (5) - i would space this more to avoid missread jump stream xd like i did lo – I did a little bit, but maybe that's more of a problem with jump streams.
00:50:413 (1,2,3,4) - this being 1/4 sliders could be cool to emphasis claps 00:50:413 (1,3) – here – good idea
01:07:413 (5) - why such low spacing aaaa – I'm aware of the philosophy towards spacing your applying to this suggestion. It makes nice patterns, and it'd make a nice pattern here. But let me explain the lens through which I look at the music. So the music sounds a bit like this http://puu.sh/xMhR2/3e51f11928.png. The way I hear this part of the music is in groups. I hear the (1,2,3,4) as it's own group and then the (5,6,7,8) group as another different group. The (1,2,3,4) group is rising in intensity as it gets higher in pitch. The (5,6,7,8) group also is rising in intensity. So when I arrange these objects I want (1,2,3,4) to be rising in spacing to reflect that rise in intensity like http://puu.sh/xMhXh/af521d2bcc.png . Okay, so how do we bridge these two groups together? If I were to make (4,5) bigger than (3,4), it would have a very large spacing. That then means I would have to make the (5,6,7,8) group really really big spacing to keep the intense feeling going. Okay, now (7,8) is a gigantic jump. Do I make an even bigger jump into the NC? That's getting out of hand. I need a moment of rest to help me reset my pacing. So try replaying the map while looking at these objects not as individual notes but as groups of notes.
good diff but why suddently u have jumps with like random spacing, big spacing for less intense beat and small spacing for more instense beat, makes no sense to me... – Though you will still disagree, I hope you can appreciate the experience I'm trying to create.

intense
00:08:413 (2,3) - ctrl g like top diff – I'd really like to have 00:08:746 (3) – be clickable since there is a strong melody note in the song there.
00:19:079 (2,3) - ^ – ^
01:23:080 (3,4,5) - savage overlap here compared to 01:23:746 (3,4,5,3,4,5) - – hmmm good point. Was hard to get no overlap at all, so I changed the way the stack works and now the overlap isn't so savage. I think this will work, but I'll keep an eye on this pattern
nice one here – thanks

advanced
00:03:079 (2,5) – stack? – how would the player see the note then? That seems like a bigger issue to me
00:03:413 (3,1) - can you blanket for structure here looks better lo – good idea
01:16:079 (1,5) - fix stack – fixed
good

also idk why do i have those errors lol – yeah that's strange, I don't have them.


rest diffs are fine, nothing major to say..

you could get that set easily ranked if you fix spacing and rhythm issues tbh – Good to know my aesthetics have improved then.
DeletedUser_423548
m4m

Beginner
  1. CS2.5 is better
    I think it is very beautiful :)
Moderate
  1. 00:02:746 (1,2) - 1/1 slider is better
  2. 00:07:579 - 00:18:246 - Why are not you picking up the sound here?
    00:07:413 (3) - It might be a good idea to make this a 1/2 slider
  3. 00:10:746 (1,2,3,4) - 00:21:413 (1,2,3,4) - It is better to only press Ctrl+G for rhythm
    For difficulty this is the difficulty level for beginners to play. Beginners can not cope with suddenly 1/2 rhythm.
    I think that it is necessary to teach the rhythm with a slider first.
  4. 00:34:079 (1) - Why are you keeping this distance so close?
  5. 00:44:079 (1) - I think it is dangerous to use 1/4
  6. 01:01:413 (1,2,3) - How about folding slider?
Advanced
  1. Moderate and SD difference are 1.3
    I think this difference is dangerous and it is better to lower Advanced SD
I think that other diff does not have a problem

Good luck!
Chibi Maruko
q

intense
  1. 00:04:746 (4) - ctrl + j
  2. 00:34:579 - stop sliderend at blue tick
  3. 01:23:746 (2,3,4) - this doesn't look stack. stack them
super saiyan
  1. 00:02:079 (5,6) - why you overlap this instead space it
  2. 00:06:079 (5,6) - The space between this were too short. increasing it
  3. 00:06:746 (1) - the slider is unrankable xd. try to not making random slider or change it to blanket slider, sliderwave or idk. same situation like 00:17:413 (1) - 01:08:079 (1) - 01:18:746 (1) -
  4. 00:07:746 (5,6) - increasing space it bcs you put the sound twice here. same like 00:18:413 (5,6) -
  5. 00:25:746 (2,3,4) - 2hard4players2fcthis bcs this part lel. decreasing them
  6. 00:26:913 (2,3,4) - ^
  7. 00:31:079 (3,4,5) - ^
  8. 00:32:246 (2,3,4) - ^
  9. 00:50:079 (1,2,3,4) - something weird bout this. and yeah, the circle (4) kinda out of this. move a little bit left
  10. 00:55:079 (1) - why nc here? is it making sense?
gl!
Topic Starter
Grrum

Yasaija 714 wrote:

m4m

Beginner
  1. CS2.5 is better – I disagree
    I think it is very beautiful :)thanks!
Moderate
  1. 00:02:746 (1,2) - 1/1 slider is better – I agree
  2. 00:07:579 - 00:18:246 - Why are not you picking up the sound here? – I wanted this to be restful, but it's a bit too restful, so yeah made ½ slider here
    00:07:413 (3) - It might be a good idea to make this a 1/2 slider
  3. 00:10:746 (1,2,3,4) - 00:21:413 (1,2,3,4) - It is better to only press Ctrl+G for rhythm – A lot of modders have an issue with this rhythm and had a few different fixes for it. I'm not sure what to do about this, so I'm going to wait for some feedback, but I'm pretty sure I'm gonna change this somehow.
    For difficulty this is the difficulty level for beginners to play. Beginners can not cope with suddenly 1/2 rhythm.
    I think that it is necessary to teach the rhythm with a slider first. – There are sliders earlier in the diff that help this, but I'm more concerned about transitioning to the next difficulty if I don't use any ½ rhythms, so I actually think this makes the spread better.
  4. 00:34:079 (1) - Why are you keeping this distance so close? – King Henry said to stack, I liked the idea, but I realize I need to do one or the other. I'll keep it normal like you said.
  5. 00:44:079 (1) - I think it is dangerous to use ¼ – thank you for the feedback. I will continue to monitor this as mods come in
  6. 01:01:413 (1,2,3) - How about folding slider? – I'll keep it as is
Advanced
  1. Moderate and SD difference are 1.3
    I think this difference is dangerous and it is better to lower Advanced SD – I'm aware of this, but you're current comment on this issue isn't helpful because I don't have your opinion on what the problems are and how to address them. What are the patterns in Moderate/Advanced that present problems to the spread?
I think that other diff does not have a problem – :)

Good luck! – thanks!

Chibi Maruko wrote:

q

intense
  1. 00:04:746 (4) - ctrl + j – it doesn't matter either way
  2. 00:34:579 - stop sliderend at blue tick – yup
  3. 01:23:746 (2,3,4) - this doesn't look stack. stack them – how would the player be able to see the circle? This seems like a bigger issue to me.
super saiyan
  1. 00:02:079 (5,6) - why you overlap this instead space it – is there a problem with that? Currently the spacing increases along this combo which I thought was nice (idea came from Nowa).
  2. 00:06:079 (5,6) - The space between this were too short. increasing it – I disagree, but I'm exploring ways to make my intent more obvious.
  3. 00:06:746 (1) - the slider is unrankable xd. try to not making random slider or change it to blanket slider, sliderwave or idk. same situation like 00:17:413 (1) - 01:08:079 (1) - 01:18:746 (1) - – It is rankable, but I'm on your side when it comes to SV issues like this. Reduced the SV to mostly match the normal SV, will get more opinions on this.
  4. 00:07:746 (5,6) - increasing space it bcs you put the sound twice here. same like 00:18:413 (5,6) - – I was hoping to hear feedback on this. I'm gonna wait for more opinions, but if I change this, it will be the hitsounds that go because the spacing goes nicely with the melody.
  5. 00:25:746 (2,3,4) - 2hard4players2fcthis bcs this part lel. decreasing them – I see where you're coming from, but I'm not entirely convinced. I'll keep an eye on this as I move forward and ask for more feedback
  6. 00:26:913 (2,3,4) - ^
  7. 00:31:079 (3,4,5) - ^
  8. 00:32:246 (2,3,4) - ^
  9. 00:50:079 (1,2,3,4) - something weird bout this. and yeah, the circle (4) kinda out of this. move a little bit left – I like it this way
  10. 00:55:079 (1) - why nc here? is it making sense? – it goes with the NC after 00:50:079 (1,2,3,4) - .
gl! -- thanks!
mindmaster107
Saiyan -- What's your opinion on spacings like 00:05:413 (1,2,3,4,1,2,3,4) - and 01:06:746 (1,2,3,4,1,2,3,4) - etc. Also, did you feel like the triples at 00:25:746 (2,3,4) -were too big?

[Saiyan]
The song feels 5ms too early, but that may just be me.

Time for direct feedback by your request:
00:05:413 (1,2,3,4,1,2,3,4) - This is actually one of the best parts of the map imo. the spacing was clearly different reflecting the song visually and in gameplay. I would ask you the question: "If someone were to play this section without music, would they 'see' the music?".

01:06:746 (1,2,3,4,1,2,3,4) - This feels overdone though. Your idea was clearly represented, but it goes beyond what the song provides imo.

00:25:746 (2,3,4) - Nope! This feels about right! Unless you were mapping for pp, this would be pretty good.

Time for my general and personal advice:
00:00:080 (1,2,3) - 00:01:579 (2,3,4) - Notice thje clearly distinct levels of intensity of each object. The map needs to clearly represent this. Space closer in, and 2 further away.

00:08:746 (3,4,5,6) - Why is this a boring pattern, when a pattern on a similar section: 00:07:413 (3,4,5,6) is way better, and represents the song through variable spacing?
00:07:413 (3,4,5,6) - This section however does still feel a bit too spaced. Keep in mind you need to have spacing about the same in similar levels of intensity.

00:10:746 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1) - This is an example of what I am looking for. Patterns with clear links to the song, with visuals, rhythm, and perceived spacing.
00:13:079 (3,4,5,6,1) - This however is distinctly different to the previous pattern, of having a whoosh sound behind it. I would maybe increase spacing, and make it a curved stream instead of a linear one.

00:18:079 (3,4,5,6) - Again, you mustn't be sloppy with spacing. 6 is clearly an emphasized object, and it has been spaced pathetically.

Im beginning to repeat ideas, but comb through the beginning section and you will see other contradiction.

00:23:746 (3,4,1) - Imagine 3 and 4 as circles. Would the jumps here be anywhere as intense as the song treats them as? Remember, kick sliders are spaced like traditional jumps instead of like streams, so keep in mind the difference.

00:24:246 (2,3,4,5,6,7,8) - 00:29:579 (2,3,4,5,6,7,8) - The stream doesn't feel complex enough to represent the song correctly. Maybe convert into kick sliders or use stream jumps or something, cus there are clearly emphasized notes in there surrounded by 1/4.

00:38:413 (5) - Remember tails should be placed on sounds less intense than the head.

You repeat most if the issues I mentioned above. I personally think you are kinda far from rank, but I believe you can reach it eventually!
Topic Starter
Grrum

mindmaster107 wrote:

Saiyan -- What's your opinion on spacings like 00:05:413 (1,2,3,4,1,2,3,4) - and 01:06:746 (1,2,3,4,1,2,3,4) - etc. Also, did you feel like the triples at 00:25:746 (2,3,4) -were too big?

[Saiyan]
The song feels 5ms too early, but that may just be me. – yeah, I said it was 10 ms early, so that kind of confirms some suspicions, will wait for more opinions before changing

Time for direct feedback by your request:
00:05:413 (1,2,3,4,1,2,3,4) - This is actually one of the best parts of the map imo. the spacing was clearly different reflecting the song visually and in gameplay. I would ask you the question: "If someone were to play this section without music, would they 'see' the music?". – thanks for the feedback. I could ramble a lot about this pattern and the feedback I've gotten from it, but I'll spend my time better and pass.

01:06:746 (1,2,3,4,1,2,3,4) - This feels overdone though. Your idea was clearly represented, but it goes beyond what the song provides imo. – I am continuing to change this pattern and will try to incorporate this feedback in it.

00:25:746 (2,3,4) - Nope! This feels about right! Unless you were mapping for pp, this would be pretty good. – Nice

Time for my general and personal advice:
00:00:080 (1,2,3) - 00:01:579 (2,3,4) - Notice thje clearly distinct levels of intensity of each object. The map needs to clearly represent this. Space closer in, and 2 further away. – This doesn't need to have different levels of spacing. Go play any of Frey's maps and you'll see design is heavily prioritized over consistently spacing pitch changes in the song. Even if Frey's philosophy is not something I generally agree with, this map is one my favorites. As for my pattern, I do like nerfing the first (2,3) distance, but the second pattern is fine.

00:08:746 (3,4,5,6) - Why is this a boring pattern, when a pattern on a similar section: 00:07:413 (3,4,5,6) is way better, and represents the song through variable spacing? – Because I think it's a good way to represent the descending intensity here
00:07:413 (3,4,5,6) - This section however does still feel a bit too spaced. Keep in mind you need to have spacing about the same in similar levels of intensity. – I think the pacing is good here

00:10:746 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1) - This is an example of what I am looking for. Patterns with clear links to the song, with visuals, rhythm, and perceived spacing.
00:13:079 (3,4,5,6,1) - This however is distinctly different to the previous pattern, of having a whoosh sound behind it. I would maybe increase spacing, and make it a curved stream instead of a linear one. – It's not distinct enough to me. After testing, I liked what I had more.

00:18:079 (3,4,5,6) - Again, you mustn't be sloppy with spacing. 6 is clearly an emphasized object, and it has been spaced pathetically.
– I disagree, 6 is not emphasized in the music and it's my intention to decrease the intensity here.

Im beginning to repeat ideas, but comb through the beginning section and you will see other contradiction.

00:23:746 (3,4,1) - Imagine 3 and 4 as circles. Would the jumps here be anywhere as intense as the song treats them as? Remember, kick sliders are spaced like traditional jumps instead of like streams, so keep in mind the difference. – Increased slightly, but I don't think these notes in the music are a big focus in the music to warrant hard jumps.

00:24:246 (2,3,4,5,6,7,8) - 00:29:579 (2,3,4,5,6,7,8) - The stream doesn't feel complex enough to represent the song correctly. Maybe convert into kick sliders or use stream jumps or something, cus there are clearly emphasized notes in there surrounded by 1/4.
– I will keep the notion of a more complex stream in the back of my head, but ultimately I think we have different attitude towards ¼ patterns. I'm not a player who enjoys ¼ jumps and try to avoid them when I can. After testing a lot of spacing changes, the current spacing change in the stream is the one I liked.

00:38:413 (5) - Remember tails should be placed on sounds less intense than the head. – agreed, no change

You repeat most if the issues I mentioned above. I personally think you are kinda far from rank, but I believe you can reach it eventually! – Thanks for the mod! I believe I can reach it eventually too.
Bokkie
Hi form my queue c:

[Moderate]
  1. 01:07:745 (4) - it seems like object's end isn't properly snaped (AiMod)
[Advanced]
  1. 00:21:579 (2,2) - stack them
  2. 00:26:746 - make this note here clickable
  3. 01:04:413 (2,5) - stack those two
[Intense]
  1. 00:26:413 (8,1,2,3) - this breaks the flow and results in an awkward movement; to fix it, you could stack this triple and move it on top of 00:26:079 (6) - then move 00:27:246 (4) - to something like x:355 y:77
  2. 01:22:579 (6,1) - I feel like this jump is a bit too big
  3. 01:25:080 (3,4,5,6,7) - rather than curved stream, try something like this
[Saiyan]
  1. 00:42:746 (1,2,3,4,5,6,7,8) - you could have the distance increasing over time to match the song better
  2. 01:09:746 (2) - I'd stack this on top of 01:08:913 (4) -
  3. 01:24:913 (2) - place it between 01:24:246 (2,1) - to keep the pattern consistent; then adjust 01:25:079 (3,4,5,6,7) - to keep the flow
[Afterword]
Wow. That was fun. Every diff looks nice and clean. Couldn't really find any major flaws. Good job!
Take a star and make it ranked asap
☆☆☆
Affirmation
Q

[Intense&saiyan]
https://osu.ppy.sh/ss/9284215 File was cracked...? I updeted it, and all notes were delete.
Could you re-update it?

[saiyan]
00:02:079 (5,6) - weird overlap? you didn't use this overlap at 00:02:246 (6,7,8) -
00:07:079 (1) - Unnecessary NC
00:12:079 (1,2) - 00:12:746 (1,2) - I think this Big ds looks weird, cause this song's intense gets lower. so bigget DS than 00:11:413 (1,2) - 00:10:746 (1,2) - can be not so good.
00:15:413 (4,5,1) - Could you set similar flow with 00:04:746 (4,5) - ? can be good for consistency
00:22:746 (1,2) - reduce DS, too.
00:55:079 (1) - Unnecessary NC
01:25:412 (7) - NC here

[Intense]
00:18:746 (1,2) - I think this overlap looks not so good, at similar rhythm, you didn't use overlap well.
00:55:496 - 00:55:579 - 00:55:663 - add beats. this part have strong beats for express music, 00:50:162 (2,3,4) - like this, and for consistency.
01:25:413 (7) - NC?

GL
Topic Starter
Grrum

Catshy wrote:

Hi form my queue c:

[Moderate]
  1. 01:07:745 (4) - it seems like object's end isn't properly snaped (AiMod) -- fixed
[Advanced]
  1. 00:21:579 (2,2) - stack them -- I prefer this way because I can actually see the object
  2. 00:26:746 - make this note here clickable -- long slider to provide rest is good pacing
  3. 01:04:413 (2,5) - stack those two -- no
[Intense]
  1. 00:26:413 (8,1,2,3) - this breaks the flow and results in an awkward movement; to fix it, you could stack this triple and move it on top of 00:26:079 (6) - then move 00:27:246 (4) - to something like x:355 y:77 -- I admit that the flow into (1) could use more experimentation. I will get more feedback and see what I can do.
  2. 01:22:579 (6,1) - I feel like this jump is a bit too big -- I'm very curious why you feel that way. Explaining your feelings is very useful feedback to me. This jump is smaller than the jump at 01:11:913 (6,1) - and some other jumps, so I don't feel like the spacing is the culprit behind your concerns. I'm aware that this last set of jumps is a bit less intuitive and isn't standard flow, but that's exactly why I like hearing the reactions. I will continue to get more feedback and monitor this pattern
  3. 01:25:080 (3,4,5,6,7) - rather than curved stream, try something like this -- I like my curve
[Saiyan]
  1. 00:42:746 (1,2,3,4,5,6,7,8) - you could have the distance increasing over time to match the song better -- The song feels pretty stagnant to me, so the spacing is intentional
  2. 01:09:746 (2) - I'd stack this on top of 01:08:913 (4) - -- nice
  3. 01:24:913 (2) - place it between 01:24:246 (2,1) - to keep the pattern consistent; then adjust 01:25:079 (3,4,5,6,7) - to keep the flow -- why should I be consistent? Music doesn't say to do that.
[Afterword]
Wow. That was fun. Every diff looks nice and clean. Couldn't really find any major flaws. Good job! :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :)
Take a star and make it ranked asap -- Thanks for the mod!
☆☆☆

Neoskylove wrote:

Q

[Intense&saiyan]
https://osu.ppy.sh/ss/9284215 File was cracked...? I updeted it, and all notes were delete.
Could you re-update it? -- I'm aware of this issue, but re-updating has not solved it. This is very buggy and I would need to talk to some tech people about it

[saiyan]
00:02:079 (5,6) - weird overlap? you didn't use this overlap at 00:02:246 (6,7,8) - -- Overlap is necessary to create an increase in spacing and the overlap doesn't look that bad
00:07:079 (1) - Unnecessary NC -- Maybe, but the idea is to separate the previous high SV slider from the rest of the map.
00:12:079 (1,2) - 00:12:746 (1,2) - I think this Big ds looks weird, cause this song's intense gets lower. so bigget DS than 00:11:413 (1,2) - 00:10:746 (1,2) - can be not so good. -- There is a very clear change in the music at 00:12:079 (1) - which I think is expressed nicely with bigger spacing into (2).
00:15:413 (4,5,1) - Could you set similar flow with 00:04:746 (4,5) - ? can be good for consistency -- very nice suggestion, good attention to detail.
00:22:746 (1,2) - reduce DS, too. -- no
00:55:079 (1) - Unnecessary NC -- it's to be consistent with 00:50:413 (1) - and there are ranked maps with worse combo spam
01:25:412 (7) - NC here -- I prefer not

[Intense]
00:18:746 (1,2) - I think this overlap looks not so good, at similar rhythm, you didn't use overlap well. you're right that this isn't ideal, but the flow is good and the overlap isn't that bad.
00:55:496 - 00:55:579 - 00:55:663 - add beats. this part have strong beats for express music, 00:50:162 (2,3,4) - like this, and for consistency. -- We disagree on either how to pace maps or on what tracks are important. I'm following the melody, and this is clearly a restful section of the song. Increasing intensity doesn't make sense with what the map is trying to do.
01:25:413 (7) - NC? -- I prefer not

GL -- thanks for the mod!
Cerulean Veyron
Hello! Requested from my queue~ The first feedback request I've got ;3/

[ Playability]
  • Rating: [ 5 / 10 ]
______________________________________________________________________________________
  • Feedback:
I will be honest, the structures around each difficulty are closely to be similar and linear but they weren't very well put together by the looks of it. And some of the slider shapes, specifically in the mid difficulties, weren't really that appealing in terms of aesthetics. The overall pattern designs, of course, are quite solid and pretty much fine to me, but not as much as it could be abound to both aesthetics and objects' layout when executing such odd and generic structures which isn't really the best way to represent the mapset itself. But I don't really mind seeing some shaped patterns being pasted in any objectives of the set, but would probably be this unprejudiced in any way. And I wouldn't recall that copy-pasted patterns in all of the difficulties being uncreative or just a bit lazy for mapping out the composition of the song track. But hey, at least it's sufficient enough to be rankable.

To answer your issues; Intense difficulty 00:23:413 (1,2) - , the two circles kinda befit the part here since the pitch of the song track in this section sounds way more diminishing to be clickable rather than lifted. But you could possibly try out replacing the note on 00:23:413 (1) - being a kick slider because there's this hi-hat on 00:23:496 - sounds literally audible for some object to land on, but that's just my personal opinion. And for the jumps before this part, it gradually feels very broadening based on distance spacing but it's certainly suitable and in accordance with the music due to the semi-bulid up or some sort of it as far as I see it.

For the Saiyan difficulty; The jumps you mentioned are totally good and fine in note placements, but the distance spacings around those are practically not organized properly and feels a little bit awkward to play and bypass through it. As being said, there could be some changes to be made in regards for every emphasizing objects towards the song track, but it doesn't infringe too hardly on the overall playability of the set. Which is most likely be called "intensity". Lastly 00:21:413 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,1) -, It's not actually overmapped for sure, but the structural flow is somehow the thing that makes most of the jumps feel pretty eccentric. They seemed to be pretty much enforced and could've benefit some variation as they are pretty much not tolerable. You could really try a variety of patterns than sticking to one thing on this whole section though, just a suggestion.


[ Rhythm]
  • Rating: [ 7 / 10 ]
______________________________________________________________________________________
  • Feedback:
At least you've made every rhythm composition follow really well as in introducing the music changes of the song track. There are like, a few of them are somehow kinda offbeat according to the melody and tunes of the song track. They didn't completely fit in quite sufficiently, but I'm sure you may notice it needs just a few rhythms that could bind the music perfectly. Although, I also did notice there are lots of rhythm were done pretty much consistent throughout each difficulty. But since the verses over the whole song sounds way different in each part, you could've pulled off more variations and complexity than a few solid and common stuff for this choice of rhythm composition. You've done pretty much fine on this category, well done.

Moderate difficulty 00:10:746 (1,2,3,4,1,2,3,4) -, the rhythm here seems pretty consistent overall. To me, it doesn't look really ordinary all around, and how it presented the instruments in the music straightly. As well there isn't anything amazing around the rhythm composition in my opinion, but it's not that bad at the same time. Since it's after the easiest difficulty around the mapset, I could've really tell exactly if this rhythm is supposed to be okay or not. It's just that it's not pretty normal to me. You could try something else if you want to, but for such rhythm composition in this kind of difficulty, it's actually a solid choice and not bad after all.

[ Difficulty Curve]
  • Rating: [ 4 / 10 ]
______________________________________________________________________________________
  • Feedback:
The spread hovers too widely over the mid difficulties by around one level spread-wise, which is likely not even since there are clear raises in each but it's just more than enough in my opinion. Speaking about note density from the easiest to challenging stuff, I might say... It could've been better if you didn't broaden the gap especially in-between the mid difficulties, because those had quite an impact of the spread, which how they were mapped with some way of the note density differences and comparable level of difficulty each one of them. In my point of view, the mapset somehow isn't mapped for difficulty perhaps. It's more like you're focusing much on the construction of the map more than the spread, which is quite unbalanced at some point.

Speaking about note density that affected the difficulty spread, the density ramps up not quite balanced: 141 - 208 - 290 - 454 - 472. That being said, the higher difficulties have varied note density a lot based on emphasis and structuring of the jumps and note placements. I wonder why the mid difficulties' are dropped off a lot than any other just because the star rating gap is big. You do have a small problem with the spread in the mid difficulties, the only thing I could give this out is that you'll need to nerf just a little more of Advanced difficulty or buff up the Moderate difficulty to balance the spread more consecutively. The mapset structure is pretty much good and fine, but the spread wasn't executed quite well at this current state.

[ Hitsounds]
  • Rating: [ 3 / 5 ]
______________________________________________________________________________________
  • Feedback:
The hitsounding sounds pretty neat, the switch in-between sampleset is solid simple as ever. Though the volume setting in some parts were pretty loud even though with soft sampleset the objects sounds pretty much louder, yet it seems like it did not pertain the soundwave equally after each section. Well, not to mention the overuse of soft whistles being slight disturbing at some parts of the song track like here 00:23:746 - for example. I personally feel that the effect usage of the hitsounds are kinda too dense that it isn't really befitting the song track's soundwave much correctly including the normal common hit of a circle sound or even if you're intending to follow those deep rides and snares. Not that I can tell the difference between the drum custom hitsound and soft whistle sampleset. Especially for the last chorus on 01:03:746 - which is closely to being way too loud due to volume control not manipulated enough. But it doesn't mean it's a bad thing after all, you can try doing something that basically leaves a hitsound follow a melody and another hitsound follows percussion, etc. Therefore, hitsounding was solid fine. Could've been better, but it was okay honestly.

You do have quite some experiences in mapping and implement such patterns, but somehow on this mapset it probably didn't stood out well. But I do believe you'll do much better later on. So generally, I would mind calling this a solid set because you've tried your best in mapping the song as a whole, which I really admire your work. I expected more from this, but you actually did pretty well in executing good rhythms and some structures.

Best of luck with the mapset!
Pachiru
[Novice]
  1. 00:04:746 (4,5) - I think that those two circles are causing a small issue on this part, cause it makes the think pretty overloaded, and it's quite hard for a beginner to read properly this pattern. As said in the Ranking Criteria, on an Easy difficulty, you should avoid using too much stacks. In that case, the hardest stacks is this one: 00:05:079 (5) - cause it's stacked on the sliderhead of this slider: 00:06:746 (3) - so if you should fix something, that would be this: 00:05:079 (5) -
  2. 00:09:413 (4,5,6) - The flow here is very sharp, so try to put that circle: 00:10:412 (6) - a bit higher, to make it more fluid to the player.
  3. 00:19:413 (2,5) - Those two stacked circles are quite an issue too, cause it's actually confuse the player since they're both using the same combo color, and since this circle 00:19:746 (3) - is still barely visible just after you end the "4" slider, it might be misleading, so he might be lost in the map and fail. To conclude, you need to make it more clear, to avoid that issue.
  4. 01:06:412 (5,3) - As I said for the first point, the problem is the circle that is stacked on the sliderhead of this slider: 01:08:079 (3) - I've noticed some other stacks that could've been moved, but it's still playable.
  5. 01:20:746 (2,3,4,5) - Same as previously, since it's a copy/paste of the previous part, I guess you understand my issue so I don't explain it again. :)
I don't really like the stacks on an Easy diffs, especially on some patterns like those one 01:20:746 (2,3,4,5) - cause it's making the reading a way harder, and since the song is pretty fast (180 BPM) so the player may not think about "Where I have to click?!"

[Moderate]
  1. 00:06:412 (4) - To respect the shape of this pattern 00:05:746 (2,3) - why you didn't follow it again for the following slider here: 00:06:412 (4) - ? They're doing the same beat, so I don't get why you avoid it. It might add some consistancy in the diff like this.
  2. 00:06:746 (1,2) - Why are you making those two beats as circles? You're missing the beat here: 00:06:913 - & 00:07:246 - that you mapped previously with 1/2 sliders here. So to be consistant, map those beats.
  3. 00:32:746 (2,3) - You need to make this more clear, since the sliders are too close to 00:32:079 (1) - so it makes the things quite overloaded. It's not harming the gameplay, since there is no issues about playability, but it's more on aesthetics stuffs.
  4. 00:33:413 (1,2) - That would be better to stack circles here, cause it would make the thing easier, since Normal might be played by beginners, and they don't necessarily have abilities to click fast and move their cursor fast.
  5. 01:01:413 (1,2,3,4,5,6) - I've noticed that you used those patterns quite a lot in this map. It might be too hard for a Normal diff in my opinion. So you can use two different things to nerf this. By doing this or this.
Good luck with ranking! :3
Topic Starter
Grrum
@Cerulean – It was a bit hard to understand you at times, so I hope I got the jist of what you were saying. I will say that Novice, Moderate, and Advanced are difficulties I intentionally tried to make generic and structured, so I'm not that upset by that. I am aware that the difficulty spread from Moderate to Advanced is borderline, but I was hoping to hear what parts made it so. Thanks for mentioning the hitsounds, and now I will think more about what volume setting I should base the map on instead of just 100 all the time (though it seems fine to me for this map). For the Intense diff, I'm actually considering weakening the note density because I feel it is too energetic for the audience at this level of the song. For the Saiyan diff, I'm glad that you pushed me in a new direction because I think I found a different pattern, though I will say that having some level of repetition is a goal for this pattern because the music is pretty repetitive here. Thank you very much for the feedback, I can tell you put a lot of work into it!

Pachiru wrote:

[Novice]
  1. 00:04:746 (4,5) - I think that those two circles are causing a small issue on this part, cause it makes the think pretty overloaded, and it's quite hard for a beginner to read properly this pattern. As said in the Ranking Criteria, on an Easy difficulty, you should avoid using too much stacks. In that case, the hardest stacks is this one: 00:05:079 (5) - cause it's stacked on the sliderhead of this slider: 00:06:746 (3) - so if you should fix something, that would be this: 00:05:079 (5) - – I want to get more feedback on this. I see where you're coming from, and if you said it with a bubble behind you I would do it, but I feel like this kind of overlap isn't awful to read since it's on a slider tail and there's a fair amount of time between them.
  2. 00:09:413 (4,5,6) - The flow here is very sharp, so try to put that circle: 00:10:412 (6) - a bit higher, to make it more fluid to the player. – Yeah, but the triangle aesthetic seems nice to me
  3. 00:19:413 (2,5) - Those two stacked circles are quite an issue too, cause it's actually confuse the player since they're both using the same combo color, and since this circle 00:19:746 (3) - is still barely visible just after you end the "4" slider, it might be misleading, so he might be lost in the map and fail. To conclude, you need to make it more clear, to avoid that issue. – totally agree.
  4. 01:06:412 (5,3) - As I said for the first point, the problem is the circle that is stacked on the sliderhead of this slider: 01:08:079 (3) - I've noticed some other stacks that could've been moved, but it's still playable.
  5. 01:20:746 (2,3,4,5) - Same as previously, since it's a copy/paste of the previous part, I guess you understand my issue so I don't explain it again. :)
I don't really like the stacks on an Easy diffs, especially on some patterns like those one 01:20:746 (2,3,4,5) - cause it's making the reading a way harder, and since the song is pretty fast (180 BPM) so the player may not think about "Where I have to click?!" – Got it, will try to avoid this issue in the future.

[Moderate]
  1. 00:06:412 (4) - To respect the shape of this pattern 00:05:746 (2,3) - why you didn't follow it again for the following slider here: 00:06:412 (4) - ? They're doing the same beat, so I don't get why you avoid it. It might add some consistancy in the diff like this. – The aesthetics are like this: http://puu.sh/xY4Cs/53c14ceeb0.jpg
  2. 00:06:746 (1,2) - Why are you making those two beats as circles? You're missing the beat here: 00:06:913 - & 00:07:246 - that you mapped previously with 1/2 sliders here. So to be consistant, map those beats. – That would be a lot of slider spam. I want to include some moments of rest for the player to recover from intense rhythms, and I think the small rest here reflects the song in a way here.
  3. 00:32:746 (2,3) - You need to make this more clear, since the sliders are too close to 00:32:079 (1) - so it makes the things quite overloaded. It's not harming the gameplay, since there is no issues about playability, but it's more on aesthetics stuffs. – Agreed
  4. 00:33:413 (1,2) - That would be better to stack circles here, cause it would make the thing easier, since Normal might be played by beginners, and they don't necessarily have abilities to click fast and move their cursor fast. – That presents some reading difficulties, and I think it's fine like it is
  5. 01:01:413 (1,2,3,4,5,6) - I've noticed that you used those patterns quite a lot in this map. It might be too hard for a Normal diff in my opinion. So you can use two different things to nerf this. By doing this or this. – Maybe. Will consider it with more mods
Good luck with ranking! :3 – Thanks so much for the mod!
Sakurauchi Riko
Hey, M4M thing

top diff
00:01:246 (1) - the sound is longer than the short sounds on 00:00:579 (4,5) - , maybe consider an extended slider to 00:01:496 - to represent the "holding sound better. also on the sliderend is no beat or sound so this would work very well imo
00:02:079 (9,10,11,12) - this looks a bit messed up, you actually represent the same thing with every single slider here, so i think they should be arranged together aswell (for example with equal distance between objects)
00:05:413 (1,2,3,4,1,2,3,4) - i think it would look better if you decrease the spacing between the objects by a tiny bit, currently its actually kinda hard to read (if you believe it or not), with farther distance between the circles it would look cleaner and better readable
00:08:579 - this is an important sound that stands out from the default rhythm, so this should be clickable imo
00:10:746 (1,2) - this is stronger than 00:10:413 (5,6) - so the DS between the jump should be increased
00:19:246 - same thing as above
00:19:413 (3,4,5,6) - idk why you use linear flow here with fairly low distance, before you did jumps with mostly sharp angles
00:21:413 (1,2) - as above
00:43:413 (5,5) - stack dis
01:01:246 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - inside of this pattern the flow is inconsistent, i think it should be the same here so maybe arrange the triples clockwise or anticlockwise
01:17:913 (4,4) - i'd stack this, you dont use overlaps anywhere
01:20:413 (2,3) -
01:21:413 (1,6) -
01:22:913 (2,1,1) -



novice
00:10:079 (5,1) - blanket
01:11:412 (5,1) -
00:12:746 (4,3) - fix stack
00:38:587 - fix the break timeline thing

really clean diff, only small and personal things to say - solid

moderate
00:17:413 (1,1) - stack w
00:48:746 (3,4) -
01:18:746 (1,1) - consider checking all stacks again, most of the are slightly off
01:00:079 (5) - make slider to next white tick, the sound continues

also really consistent diff, although i personally disagree with the visual appeal (slidershapes especially) - rhythm looks really good

advanced
this shouldnt be called advanced, the diff below this is an advanced - this one here is a Hard difficulty
00:00:080 (1,4) - stack this instead to make it less confusing
00:03:079 (2,5) - stack
00:05:913 (2,4) - yea... i'd stack everything that is almost a stack and heavy overlap - check the diff there are more
00:55:746 (4,5,6,7) - i think this is a bit too much for "Hard" diff, cosnider making reverse slider instead
01:12:746 (1,3) - ugly overlap


hope i could help you a bit, i suck at modding sorry!!
Best of Luck :)
PandaHero
m4m from my queue

[General]
  1. My eyes will be happy if your combo-colors will be more related to bg
  2. I think that your Advanced diff probably should be called Hyper or Light Insane, not Advanced. Check Rank Criteria and this thread, referring to it Advanced is "A difficulty combining elements found in both Normal and Hard difficulties". And Hyper is: "In an ENHIX spread, it usually means an Advanced Hard (Also known as Light Insane)".

    Also I guess you can name your Moderate diff as an Advanced and get a Novice-Advanced-Hyper-any cuctom diffname set, so players will able to recognise difficulties and understand actual difficulty.
[Novice]
  1. 00:04:746 (4,2) - nothing wrong with this stack, dude
  2. 00:13:413 (1) - I would like to curve this slider for better movement
  3. 00:20:746 (5,6,1) - hm, this movement is too edgy for this difficulty lvl, even if song support it, it's more suitable for kiai, not for regular parts, I recommend you to make smth with less sharp angles, for example - https://osu.ppy.sh/ss/9330900
  4. 00:32:080 (1,2,3) - same here
  5. 00:57:079 (2,3,4) - and here
  6. 00:33:413 (4,5) - make a slider here for consistency? You did slider on the same music moment here - 00:28:079 (4)
  7. 01:00:079 (4) - 01:01:413 (1) - uhh, this pause feels so awkward, I would like to put 2/1 slider instead of 01:00:079 (4) and add note on 01:01:079
  8. 01:02:746 (4) - you can make a 1/2 slider here to cover red tick, since you use 1/2 in this diff
[Moderate]
  1. 00:10:746 (1,2,3,4,1,2,3,4) - the rhythm is okay, but you using 1/2 elements in a way that probably is a bit too hard for this difficulty lvl. Let me explain it

    In this diff you use a lot of 1/2 elements without any introduction, 00:10:746 (1,2,3) - this pattern in non-kiai part looks so hard and out of place. Same here - 00:28:079 (1,2). I recommend you to make a it as a 1/2 sliders (reverse in first case and just a 1/2 slider in second), and leave your note patterns for kiai times or intense moments in music.
  2. 00:44:079 (1) - this is really bad idea to have 1/4 reverse slider in 2.38* diff, make smth with 1/2 rhythm instead?
  3. 00:48:579 (2,3) - I would like to unstack it for creating difference between this pattern and this - 00:47:079 (2,3), because music in this two moments are not the same
  4. 00:53:913 (2,3) - ^
  5. 00:57:913 (2) - hm, I guess that sound that you follow finish on the red tick, so you can reduce slider to red tick and add 1/2 slider on 00:58:413, like you did before on the same music moment here - 00:55:746 (4)
  6. 01:00:079 (5,1) - same about this pause like a wrote in Novice
  7. 01:01:413 (1,2,3,4,5,6) - holy, why you put all these note on so weak music moment, maybe will be better to make a two reverse sliders instead?
  8. 01:25:246 (5) - why you leave this note unmapped I can hear sound that you follow before oO
[Advanced]

  1. What patterns should I nerf to address the spread issue from Moderate? Dunno, I think that ths diff is fine and there is nothing to nerf in it
  2. OD 7 is more suitable for this difficulty lvl imo
  3. 00:20:079 (1,5) - I really dislike this kind of overlaps, try to avoid it, it looks dirty and unintended
  4. 00:21:579 (2,2) - fix stack please
  5. 01:22:912 (2,2) - ^
  6. 00:26:413 (6) - I would like to make a 3/4 slider and note here, for making strong beat on the end of this slider clickable
  7. 00:42:746 (1,2,3,4) - wow, nice pattern
  8. 00:47:746 (4) - I would like to ctrl+g it for cool movement
  9. 00:50:413 (4) - ^
  10. 01:16:079 (1) - ^
[Intense]
  1. 00:23:413 (1,2) - this part is not fast, it follow music in a right way
  2. last set of jumps is challenge but definity fun to play
  3. 00:15:746 (5) - ctrl+g maybe?
  4. 00:59:413 (3,4,5,6) - can you make a skystar pattern here for me? https://osu.ppy.sh/ss/9331449
  5. 01:19:079 (1,2,3,4,5,6) - this jump pattern ruins my player's expectation every time I see it, because you broke circular flow here
  6. 01:21:412 (1) -if you ctrl+g this slider, you will have super-duper fancy movement that only russian mappers have in their maps :D
[Saiyan]
The spacing and your new pattern are cool, I like it

Can't find smth really wrong with this diff


Good luck (:
Topic Starter
Grrum

Sakurauchi Riko wrote:

Hey, M4M thing

top diff
00:01:246 (1) - the sound is longer than the short sounds on 00:00:579 (4,5) - , maybe consider an extended slider to 00:01:496 - to represent the "holding sound better. also on the sliderend is no beat or sound so this would work very well imo – I super dislike extended sliders. They don't actually feel longer to me, instead they just make me stressed out about hitting the next note and don't allow for jumps after them. I would only use one if there was something very special about the music like actually having a beat on the ¾ note.
00:02:079 (9,10,11,12) - this looks a bit messed up, you actually represent the same thing with every single slider here, so i think they should be arranged together aswell (for example with equal distance between objects) – I've been getting some feedback about how some people don't like something about this pattern. Maybe I should rework the idea behind it, but the idea is that the rising spacing goes with the rising pitch of these notes. Give me some time to think about it
00:05:413 (1,2,3,4,1,2,3,4) - i think it would look better if you decrease the spacing between the objects by a tiny bit, currently its actually kinda hard to read (if you believe it or not), with farther distance between the circles it would look cleaner and better readable – Wait, you want me to decrease or increase? Increase is what I think you meant. And yeah, that sounds like a nice idea. I'm worried about the spacing getting a bit big, but yeah, I think it could be a bit bigger here anyway. Just a tad though
00:08:579 - this is an important sound that stands out from the default rhythm, so this should be clickable imo – Yeah Sotarks was adamant about that too. I don't feel like that sound is that important, and I like how sliders provide a moment of rest, but I will put this on the list of feedback concerns.
00:10:746 (1,2) - this is stronger than 00:10:413 (5,6) - so the DS between the jump should be increased – (1) is strong in the music, but (2) isn't that strong. Furthermore, the point of this pattern is to create a sense of growth across the next two measures, so to do that I have to start small. I like what I have.
00:19:246 - same thing as above
00:19:413 (3,4,5,6) - idk why you use linear flow here with fairly low distance, before you did jumps with mostly sharp angles – this part of the song is different, so I mapped it differently. I want to make this a more restful pattern since it's between harder patterns, and rest is a way to express the decreasing intensity across these four notes
00:21:413 (1,2) - as above
00:43:413 (5,5) - stack dis – okay
01:01:246 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - inside of this pattern the flow is inconsistent, i think it should be the same here so maybe arrange the triples clockwise or anticlockwise – I know the definition of inconsistent, but I have no idea what feelings this pattern brought out of you to make you dislike this pattern, nor can I figure out how the current pattern is doing something inappropriate to be called inconsistent (well okay, I think what you want me to do is go completely in a circle, but what's the benefit of doing that? In other words, what was the experience that made you feel the way you do? The experience I'm trying to create is to emphasize the rise in pitch at 01:01:913 (1) – to reflect that it's a strong note, and I think this flow change adds an interesting layer of contrast between the patterns/notes of the map)
01:17:913 (4,4) - i'd stack this, you dont use overlaps anywhere – I can't do that here without sacrificing something else. The aesthetics here are designed off specific angles, so I can't change most of the objects. I also want the second combo to feel stronger than the first combo, so the spacing is bigger, so the natural conclusion is to not stack these notes, and I don't think it looks bad because of that.
01:20:413 (2,3) - fixed
01:21:413 (1,6) - fixed
01:22:913 (2,1,1) – No, I suck at reading patterns, so I don't stack 3/2 circles.
If you looked at the patterns from the map description, a simple “yah, these were fine” would be nice.



novice
00:10:079 (5,1) – blanket – so picky
01:11:412 (5,1) -
00:12:746 (4,3) - fix stack – k
00:38:587 - fix the break timeline thing – good eye

really clean diff, only small and personal things to say – solid – nice

moderate
00:17:413 (1,1) - stack w – fix
00:48:746 (3,4) - – fix
01:18:746 (1,1) - consider checking all stacks again, most of the are slightly off – fixed this one but I'm too lazy
01:00:079 (5) - make slider to next white tick, the sound continues – I don't like that. Having something at 01:00:413 – only makes the player want to play more of that part of the music. I think it's better to cut it off here

also really consistent diff, although i personally disagree with the visual appeal (slidershapes especially) - rhythm looks really good – Taking one slider shape you don't like and explaining why you dislike it would be valuable feedback. Right now your comment is too vague for me to do anything about.

advanced
this shouldnt be called advanced, the diff below this is an advanced - this one here is a Hard difficulty – The Moderate isn't a Normal, so I didn't want to use the normal difficulty names. Maybe I should call that Advanced, but then I don't have a custom name for the Hard and can't think of a good one. Hyper? So Novice → Advanced → Hyper → Intense → Saiyan? Hmmm maybe more like Novice → Advanced → Hyper → Insane → Saiyan? Hmmm, I'll think about it a bit more and come up with something better.
00:00:080 (1,4) - stack this instead to make it less confusing – Idk, I think it's fine
00:03:079 (2,5) - stack
00:05:913 (2,4) - yea... i'd stack everything that is almost a stack and heavy overlap - check the diff there are more – Then I can't see the circle. I'd rather have suboptimal aesthetics that I can play than have a really negative play experience.
00:55:746 (4,5,6,7) - i think this is a bit too much for "Hard" diff, cosnider making reverse slider instead – yeah I like this
01:12:746 (1,3) - ugly overlap – The way the highlighting works, you highlighted 01:13:079 (3) – which was confusing. Now that I know what you mean, I think there is enough fading between these objects to not be a real problem.


hope i could help you a bit, i suck at modding sorry!!
Best of Luck :)
– Thank you! You had fine ideas and suggestions. If you want to improve your modding, I'd recommend watching the first half of this video. It's not always applicable to osu because sometimes you just need to show a newbie what a blanket is, or point out an ugly overlap, or sometimes an example helps illustrate the point, but I feel this frame of mind would help.

PandaHero wrote:

m4m from my queue

[General]
  1. My eyes will be happy if your combo-colors will be more related to bg -- Orange and yellow match the orange background, blue matches with orange. I don't know what you want me to do.
  2. I think that your Advanced diff probably should be called Hyper or Light Insane, not Advanced. Check Rank Criteria and this thread, referring to it Advanced is "A difficulty combining elements found in both Normal and Hard difficulties". And Hyper is: "In an ENHIX spread, it usually means an Advanced Hard (Also known as Light Insane)".

    Also I guess you can name your Moderate diff as an Advanced and get a Novice-Advanced-Hyper-any cuctom diffname set, so players will able to recognise difficulties and understand actual difficulty. -- Yeah, I like this idea
[Novice]
  1. 00:04:746 (4,2) - nothing wrong with this stack, dude
  2. 00:13:413 (1) - I would like to curve this slider for better movement -- no
  3. 00:20:746 (5,6,1) - hm, this movement is too edgy for this difficulty lvl, even if song support it, it's more suitable for kiai, not for regular parts, I recommend you to make smth with less sharp angles, for example - https://osu.ppy.sh/ss/9330900 -- I asked a newbie friend about this, and he said it wasn't the movement that he struggled with, it was reading it. I might change it for that reason, though it's sad to see the nice triangle structure go.
  4. 00:32:080 (1,2,3) - same here
  5. 00:57:079 (2,3,4) - and here
  6. 00:33:413 (4,5) - make a slider here for consistency? You did slider on the same music moment here - 00:28:079 (4) -- this section concludes differently, so I think two circles here is more appropriate for that conclusion
  7. 01:00:079 (4) - 01:01:413 (1) - uhh, this pause feels so awkward, I would like to put 2/1 slider instead of 01:00:079 (4) and add note on 01:01:079 -- I'll keep this in mind, but the idea is that most instruments stop playing, so it feels restful, so I thought a break was good
  8. 01:02:746 (4) - you can make a 1/2 slider here to cover red tick, since you use 1/2 in this diff -- this does not feel like an appropriate place to use a 1/2 slider
[Moderate]
  1. 00:10:746 (1,2,3,4,1,2,3,4) - the rhythm is okay, but you using 1/2 elements in a way that probably is a bit too hard for this difficulty lvl. Let me explain it

    In this diff you use a lot of 1/2 elements without any introduction, 00:10:746 (1,2,3) - this pattern in non-kiai part looks so hard and out of place. Same here - 00:28:079 (1,2). I recommend you to make a it as a 1/2 sliders (reverse in first case and just a 1/2 slider in second), and leave your note patterns for kiai times or intense moments in music. -- Song is intense here, 1/2 notes fit that
  2. 00:44:079 (1) - this is really bad idea to have 1/4 reverse slider in 2.38* diff, make smth with 1/2 rhythm instead? -- will get more feedback on this
  3. 00:48:579 (2,3) - I would like to unstack it for creating difference between this pattern and this - 00:47:079 (2,3), because music in this two moments are not the same -- no
  4. 00:53:913 (2,3) - ^ -- no
  5. 00:57:913 (2) - hm, I guess that sound that you follow finish on the red tick, so you can reduce slider to red tick and add 1/2 slider on 00:58:413, like you did before on the same music moment here - 00:55:746 (4) -- no, I like a lighter note density here
  6. 01:00:079 (5,1) - same about this pause like a wrote in Novice -- no
  7. 01:01:413 (1,2,3,4,5,6) - holy, why you put all these note on so weak music moment, maybe will be better to make a two reverse sliders instead? -- thinking of that, want to get some feedback
  8. 01:25:246 (5) - why you leave this note unmapped I can hear sound that you follow before oO -- music is quiet here so don't want to stress too many 1/2 notes
[Advanced]

  1. What patterns should I nerf to address the spread issue from Moderate? Dunno, I think that ths diff is fine and there is nothing to nerf in it
  2. OD 7 is more suitable for this difficulty lvl imo -- 6.7
  3. 00:20:079 (1,5) - I really dislike this kind of overlaps, try to avoid it, it looks dirty and unintended -- I see where you're coming from, but I think it's fine
  4. 00:21:579 (2,2) - fix stack please -- stacks like this are intentional to make it easier to read
  5. 01:22:912 (2,2) - ^
  6. 00:26:413 (6) - I would like to make a 3/4 slider and note here, for making strong beat on the end of this slider clickable -- no
  7. 00:42:746 (1,2,3,4) - wow, nice pattern -- thx!
  8. 00:47:746 (4) - I would like to ctrl+g it for cool movement -- no
  9. 00:50:413 (4) - ^ -- no
  10. 01:16:079 (1) - ^ -- no
[Intense]
  1. 00:23:413 (1,2) - this part is not fast, it follow music in a right way
  2. last set of jumps is challenge but definity fun to play
  3. 00:15:746 (5) - ctrl+g maybe? -- why?
  4. 00:59:413 (3,4,5,6) - can you make a skystar pattern here for me? https://osu.ppy.sh/ss/9331449 -- no
  5. 01:19:079 (1,2,3,4,5,6) - this jump pattern ruins my player's expectation every time I see it, because you broke circular flow here -- The (2,3) part's angle is a bit wide, but other than that I like what the flow changes are doing for the pattern.
  6. 01:21:412 (1) -if you ctrl+g this slider, you will have super-duper fancy movement that only russian mappers have in their maps :D -- no
[Saiyan]
The spacing and your new pattern are cool, I like it

Can't find smth really wrong with this diff -- cool


Good luck (: -- thanks, and thanks for taking a look at the specific issues I had with the map
Noffy
zoom

what's up with this map that every other update you do i'd download the osz and saiyan says it needs to be updated and if i click it it becomes a blank .osu
odd

i am the slowest fastest in all the land

[General]
The blue combo color against the background is a bit x_x
consider changing to a reddish orange like 220,66,14

i agree with you, 80 offset seems late.

[Novice]
Honestly I think a lot of the patterns used and the spacing between objects results in it feeling really cramped with this ar. Even something slightly higher like 3 would help a lot x:

00:04:746 (4,2) - I think this stack is the kind of thing that factors into ^ though, but it's fine in what you've done.
00:12:079 (3) - Possibly move to the right some so you can have some nice tilted symmetry like this? nyoot (adjust 00:12:746 (4) - accordingly as well)
00:22:079 (2,4) - these are really pretty close together, mayhaps you could rotate 00:22:746 (3,4) - ccw a bit to help make it more like the typical visual spacing you use :D ?
00:24:079 (1,2,3,4) - while it's interesting to introduce the angled sliders here, they feel kind of random as their placements don't very much relate to or complement eachother, unlike 00:27:413 (3,4,5,6,1) - where you made use of parallel lines. maybe like this :)?
01:00:079 (4) - hmm.. I know you'd have to re-arrange patterns after this quite a bit, but it feels really empty here to suddenly have nothing, when it could've been a 3/2 slider.

[Advanced]
I personally feel like this is the weakest difficulty, it lacks in clear patterns and object placement with purpose. Ideas and general things repeat, and there's good ideas throughout it, but especially some of the placements of the 1/2 sliders feel and look kind of random. Your other difficulties are soooooooo much better in this regard that this one ends up.. seeming a bit lacking in comparison.

00:06:746 (1,2,3,4) - It's weird you switch from using the 1/2 sliders to represent the repeating sound, to circles, and then back. Since it doesn't change much during the bar, maybe make this a combo of four circles instead? (same for 00:18:079 (3,4) - and other similar occurences)

00:10:746 (1,2,3,4,1,2,3,4) - this rhythm is cool ya.
00:28:079 (1,2,3) - I think this rhythm is awkward 00:28:579 - because this is stronger than what came just before it that you click to instead, and because suddenly having 1/2 clicks at this point ends up looking rather crowded due to the ds and sv settings of this difficulty. http://puu.sh/y3MyQ/e79ac4f847.jpg how about this? a reverse slider for the first 3 sounds that go together, and a second slider for the off-beat stronger red note.
>00:33:413 (1,2) - same here, just with a circle at 00:33:913 - .
00:30:413 (4,4) - while these are stacked, the resulting overlap of 00:30:413 (4,3) - is pretty :'( idea
00:50:079 (3,4) - these sliders map the unique ringingish sounds, but dont really stand out visually from the other curves you use. I think it'd be cool if they could be more curved or something to stand out a bit :D
00:56:746 (3) - Maybe move this up-rightwards instead? like this so it could be a cute curve movement overall~
01:00:079 - same as for novice
01:01:413 (1,2,3,4,5,6) - while i get what this is simplifying, i dont really think the two patterns of 1/2 clicks in a row is very fitting here either, because you choose to map some red ticks over others even though during this portion they're all mostly the same strength. I think it would be more fitting to have 1/1 instead so they can be represented with equal stress in the clicked rhythm without overwhelming the player with too many 1/2s in a row.

[Hyper]
Address spread issues from moderate? hmm.. if anything, moderate should be harder then, a slightly higher sv for starters. 1.7>2.7>3.7>4.7 would be pretty nice. But they're already close enough I don't really think that's needed.

Cute diff
i like this diff

00:14:579 (5,2,3) - yo i think the autostacks messed up your pattern here.
>00:23:413 (1,2) - same-
>01:15:913 (5,2) - please-
00:46:246 - 00:47:579 - notes like these are pretty strong and tie directly into the musical rhythm you follow with 00:45:913 (4) - and similar 1/4th sliders, it feels awkward and empty that these red tick notes are regularly skipped.
00:57:746 (1) - (applies to upper diffs too) for parts like this with the 1/4 heavy drum sounds, possibly add some timing points to vary the volume so that the blue ticks are quieter or something like that, as right now it ends up sounding strange and a bit flat compared to the music where the strength of the sound isn't all the same.
01:17:412 (1,3,4) - the uneven visual spacing here dominoes into 01:18:079 (3,4,1) - this looking pretty strange, since 01:18:079 (3,1) - are relatively close even though (1) is a jump from (4), resulting in it feeling both cramped and a bit unbalanced :'(
01:21:412 (1,5) - ???


[Insane]
fun diff
i like this diff

00:50:079 (1,2,3,4,5,6,7,8) - I feel this lacks distinction between the first 00:50:079 - and second 00:50:413 - sounds it's following, where hyper had a 1/2 gap between the reverse sliders, and saiyan switched to sliders for the second one to set them apart. At the very least, maybe add NC? :)
00:47:746 (7,2) - do you map with stacking on even-- ;-;
01:00:746 (4) - maybe move the circled anchor right a bit so this slider can be a smooth shoulder slider? boopadoodle
01:03:746 (1) - cool slider!

The last set of jumps felt ok but it was a bit hard to read since the ends of things would overlap with the stacks some and aaa


[Saiyan]
I've got nothing to say for this diff, it's a bit beyond my capabilities to judge, sorry :<
but what i could play was very fun and fitting! good job ^^




good lucks~
Topic Starter
Grrum

Noffy wrote:

zoom

what's up with this map that every other update you do i'd download the osz and saiyan says it needs to be updated and if i click it it becomes a blank .osu – trying to get this fixed
odd

i am the slowest fastest in all the land – :P

[General]
The blue combo color against the background is a bit x_x – made it a softer blue
consider changing to a reddish orange like 220,66,14

i agree with you, 80 offset seems late. – yep, changed to 70

[Novice]
Honestly I think a lot of the patterns used and the spacing between objects results in it feeling really cramped with this ar. Even something slightly higher like 3 would help a lot x: – K

00:04:746 (4,2) - I think this stack is the kind of thing that factors into ^ though, but it's fine in what you've done. – alright
00:12:079 (3) - Possibly move to the right some so you can have some nice tilted symmetry like this? nyoot (adjust 00:12:746 (4) - accordingly as well) – rotate (1,2,3,4) by 43 degrees. That's how I formed the pattern
00:22:079 (2,4) - these are really pretty close together, mayhaps you could rotate 00:22:746 (3,4) - ccw a bit to help make it more like the typical visual spacing you use :D ? – fixed
00:24:079 (1,2,3,4) - while it's interesting to introduce the angled sliders here, they feel kind of random as their placements don't very much relate to or complement eachother, unlike 00:27:413 (3,4,5,6,1) - where you made use of parallel lines. maybe like this :)?Very good suggestion. I'm gonna try to take this idea more to heart and look for ways to accentuate the strengths of patterns.
01:00:079 (4) - hmm.. I know you'd have to re-arrange patterns after this quite a bit, but it feels really empty here to suddenly have nothing, when it could've been a 3/2 slider. – New players suck at sliders, giving them a break when most of the instruments go away seems to make sense to me

[Advanced]
I personally feel like this is the weakest difficulty, it lacks in clear patterns and object placement with purpose. Ideas and general things repeat, and there's good ideas throughout it, but especially some of the placements of the 1/2 sliders feel and look kind of random. Your other difficulties are soooooooo much better in this regard that this one ends up.. seeming a bit lacking in comparison. – I'll take this as a compliment to my other levels. But yeah, Normals have always been tricky for me

00:06:746 (1,2,3,4) - It's weird you switch from using the 1/2 sliders to represent the repeating sound, to circles, and then back. Since it doesn't change much during the bar, maybe make this a combo of four circles instead? (same for 00:18:079 (3,4) - and other similar occurences) – omg, I had (3) as a circle before and then a modder suggested ½ slider. I need to get more confidence on my rhythm. Reverted to your rhythm, but kept (4) as a slider to pick up the drum note

00:10:746 (1,2,3,4,1,2,3,4) - this rhythm is cool ya. – nice
00:28:079 (1,2,3) - I think this rhythm is awkward 00:28:579 - because this is stronger than what came just before it that you click to instead, and because suddenly having 1/2 clicks at this point ends up looking rather crowded due to the ds and sv settings of this difficulty. http://puu.sh/y3MyQ/e79ac4f847.jpg how about this? a reverse slider for the first 3 sounds that go together, and a second slider for the off-beat stronger red note.
>00:33:413 (1,2) - same here, just with a circle at 00:33:913 - . – Much better. One of the issues I originally had on the map description was something like “tell me where the diff feels ugly and note dense,” and it was aimed towards sections like this, so I'm glad you gave a good suggestion for it.
00:30:413 (4,4) - while these are stacked, the resulting overlap of 00:30:413 (4,3) - is pretty :'( idea I don't think the overlap is that big a problem
00:50:079 (3,4) - these sliders map the unique ringingish sounds, but dont really stand out visually from the other curves you use. I think it'd be cool if they could be more curved or something to stand out a bit :DThat's really hard to do for short, low SV sliders. I changed the middle node to a red anchor, but I expect the next modder to say they look weird, so then I will change it back.
00:56:746 (3) - Maybe move this up-rightwards instead? like this so it could be a cute curve movement overall~ – What's the reason behind this? Flow and aesthetics seem fine to me as is
01:00:079 - same as for novice – Maybe I'll put something at 01:03:736 - , but I like not having objects when most of the instruments go away.
01:01:413 (1,2,3,4,5,6) - while i get what this is simplifying, i dont really think the two patterns of 1/2 clicks in a row is very fitting here either, because you choose to map some red ticks over others even though during this portion they're all mostly the same strength. I think it would be more fitting to have 1/1 instead so they can be represented with equal stress in the clicked rhythm without overwhelming the player with too many 1/2s in a row. -- 1/2 reverse slider felt good

[Hyper]
Address spread issues from moderate? hmm.. if anything, moderate should be harder then, a slightly higher sv for starters. 1.7>2.7>3.7>4.7 would be pretty nice. But they're already close enough I don't really think that's needed. – good suggestion for the future, will try to remember that when designing a mapset. Right now, increasing SV would be a huge pain, and since you say it's not too big an issue I think I'll be okay.

Cute diff – :)
i like this diff – :)

00:14:579 (5,2,3) - yo i think the autostacks messed up your pattern here. – I'm fine with the aesthetics of this stack
>00:23:413 (1,2) - same- – I'm fine with the aesthetics of this stack
>01:15:913 (5,2) - please- – I'm fine with the aesthetics of this stack
00:46:246 - 00:47:579 - notes like these are pretty strong and tie directly into the musical rhythm you follow with 00:45:913 (4) - and similar 1/4th sliders, it feels awkward and empty that these red tick notes are regularly skipped. – I first want to say that I value this kind of feedback, I understand how you feel about the pattern, and that I want to address this issue if possible. However, this rhythm is extremely hard to map for a Hard difficulty while pleasing everyone. I like how the the ¼ note at 00:45:986 – is currently emphasized to bring out the melody. Let's say I were to keep this. Could I put a circle at 00:46:236 - ? That would confuse the people who are going with the melody because ¾ gaps are unintuitive and there's no melody note there. Okay, can I change the ¼ slider in a way to address this? I could do something like this, but I did not find that to bring out the ¼ note and the slider felt odd. Can I ignore the ¼ note and do a different rhythm? Sure, but then it feels empty to me on that note. If you can find a way to keep the ¼ note special while intuitively picking up the following red tick, I'd be happy to hear your idea, but I feel like I have to pick an experience and favor that audience, so I'll keep it as is.
00:57:746 (1) - (applies to upper diffs too) for parts like this with the 1/4 heavy drum sounds, possibly add some timing points to vary the volume so that the blue ticks are quieter or something like that, as right now it ends up sounding strange and a bit flat compared to the music where the strength of the sound isn't all the same. – If you're willing to teach me how/when to do this, I think it would be a nice detail to add, but volume/hitsounding is not my forte, so I don't want to add this without knowing what I'm really doing.
01:17:412 (1,3,4) - the uneven visual spacing here dominoes into 01:18:079 (3,4,1) - this looking pretty strange, since 01:18:079 (3,1) - are relatively close even though (1) is a jump from (4), resulting in it feeling both cramped and a bit unbalanced :'( – I had to change the intended spacing, but the aesthetics are probably worth it. The best answer might be to remap it, but that would be annoying.
01:21:412 (1,5) - ??? – overlap is fine


[Insane]
fun diff – :)
i like this diff – :)

00:50:079 (1,2,3,4,5,6,7,8) - I feel this lacks distinction between the first 00:50:079 - and second 00:50:413 - sounds it's following, where hyper had a 1/2 gap between the reverse sliders, and saiyan switched to sliders for the second one to set them apart. At the very least, maybe add NC? :)Had NC here before, should have kept it. Tried to add a spacing change, but it was not good
00:47:746 (7,2) - do you map with stacking on even-- ;-; – yes, I'm fine with the aesthetics of this stack
01:00:746 (4) - maybe move the circled anchor right a bit so this slider can be a smooth shoulder slider? boopadoodlenice
01:03:746 (1) - cool slider! – Thanks!

The last set of jumps felt ok but it was a bit hard to read since the ends of things would overlap with the stacks some and aaa – yeah, I agree with this view, but it's really hard to manage the aesthetics and spacing without doing these overlaps. Maybe I should think more about this pattern.


[Saiyan]
I've got nothing to say for this diff, it's a bit beyond my capabilities to judge, sorry :< – no worries
but what i could play was very fun and fitting! good job ^^ – nice




good lucks~ – Thanks so much. You are great at modding!
neonat
Novice

For a Novice, it's not really very Novice. there's no break between 00:02:736 - 00:34:736 - those 1/1 gaps between notes definitely aren't places one can rest
00:45:403 - 01:00:069 and 01:04:069 - 01:25:403 - are also fairly long stretches of the song without rest.

Advanced

00:16:069 (1,2,3,4,1) - the shape of it, could at least make the angle of each side complement each other, or something to make it more pleasing
01:17:402 (1,2,3,4,1) - ^

Some longer sliders would be nice, to eventually balance out what I mentioned above for the lowest difficulty

Hyper -> Insane

Given the streams in Insane, it doesn't feel like Hyper offers enough to progress to Insane, in terms of showing the 1/4s. But then given the jump between Advanced already, and there was already way more 1/2s in Hyper vs Advanced that is a bit much, again due to the need to lower the difficulty in general in the mapset. I just find the mapset progression not set ideally right now.

Something like adding one more difficulty, could help things. Set the Novice simpler, fit in a new difficulty within the mapset after and progress the difficulty slowerhaving the long stretches of rhythm 1/1 apart in the difficulty after Novice with some more 1/2s, then adding some 1/4 triplets in the next difficulty, 3-5 note triplets for the next, then moving on to the Insane.

Please consider this, this is a pretty pacey map, though lower than 200bpm
Good Luck
Seaweed
from queue
[Light Insane]

00:03:903 (5) - Fix stack
00:06:569 (4) - ^
00:08:069 (1,2) - there's a circle missing on the red tick between these two. It makes sense to map it because you mapped the buzz sound with a slider so you should do it again here too.
00:15:236 (2,3,4) - fix stack
00:18:736 (1) - Not really a fan of this overlap, either make it overlap more or don't overlap at all. this kind of 'ehh should i overlap this or not' type of overlap looks really ugly
00:18:736 (1,2) - missing circle on red tick in between
00:22:235 (2) - fix stack
00:31:403 (4) - ^
00:33:903 (4) - ^ There are a LOT of stack issues, please look through everything to see the rest. I suggest not to use grid snap, It's really inaccurate and the same thing (and better) could be achieved without grid snap.
00:44:736 (2,1) - missing circle on 1/2 tick. you get the idea, there's many parts that deserve to be mapped but aren't and it's breaking consistency because you mapped an almost identical sound just before but you don't map it the next time? Really throws off the player and consistency of mapping.

[Hard]
00:00:403 (2,3) - ctrl g for better flow
00:06:569 (4) - again, same issue with stacking as light insane. The sound is almost identical to the previous note in that place, it makes perfect sense to stack them.
00:12:069 (1,2,3) - I would ctrl g this pattern, it makes for better flow
00:45:903 (4,5) - same issue with light insane with the 1/2 tick being undermapped
I didn't mention stack and undermapped issues more than once this time because the reasons are exactly the same as the one in light insane, you probably get what i'm saying now.

good luck
Topic Starter
Grrum

neonat wrote:

Novice

For a Novice, it's not really very Novice. there's no break between 00:02:736 - 00:34:736 - those 1/1 gaps between notes definitely aren't places one can rest
00:45:403 - 01:00:069 and 01:04:069 - 01:25:403 - are also fairly long stretches of the song without rest.

I agree with this concern. I found some places to include a 2/1 pause or a 2/1 slider. I'm concerned about how much rest you expect out of this difficulty. How often do you need these breaks? Were you thinking a 2/1 pause after every other measure? That seems impossible to me unless I were to make this more of an Easy. I'm aiming for this to be an easy Normal or a hard Easy, which is why I renamed this to Normal. I'd like to discuss this issue further with you, so I'm gonna try to find you in game

Advanced

00:16:069 (1,2,3,4,1) - the shape of it, could at least make the angle of each side complement each other, or something to make it more pleasing
01:17:402 (1,2,3,4,1) - ^ -- If you rotate this by ~10 degrees you'll see it's symmetrical. I don't like making it symmetrical off the horizontal line because that looks a bit to formulaic. I do agree though that it's not the best aesthetics, so I'm still trying to think of a way to do this nicer, but I'm not finding anything right now.

Some longer sliders would be nice, to eventually balance out what I mentioned above for the lowest difficulty -- I didn't go as far into making breaks in the above difficulty, so I didn't feel like I needed to do this here. Will hopefully come to a full agreement when I find you in game.

Made a new diff and reworked some others. I feel like it hits your concerns except for one because I'm confused what you mean. Is there a spread issue between Normal(Novice) and Advanced? I didn't feel like there was going to be too big an issue between these, but if there is please describe what these problems are so I can address them.

Good Luck

Seaweed wrote:

from queue
[Light Insane]

00:18:736 (1) - Not really a fan of this overlap, either make it overlap more or don't overlap at all. this kind of 'ehh should i overlap this or not' type of overlap looks really ugly -- yeah I agree, made these overlaps a bit stronger

[Hard]
00:00:403 (2,3) - ctrl g for better flow -- I feel like you're saying the underlying issue is that the angles are a bit jerky here, so I made them a bit wider
00:12:069 (1,2,3) - I would ctrl g this pattern, it makes for better flow -- the suggestion doesn't describe what the issue with the current flow is, so I don't have a clue how to help make this experience better for you. Imo, the current flow provides more contrast (and I'm not doing jumps in this difficulty), so I don't see a problem, so try telling me how you feel about a pattern instead of what to do.

The stacks are intentional. Perfect stacks are hard to read, so I like offset ones.

Pauses/breaks in the rhythm are intentional to follow the melody. Also, they provide some form of rest which is good to make weak parts feel weak and strong parts feel strong. I like this video which kind of relates: https://www.youtube.com/watch?v=5LScL4CWe5E

good luck -- thank you, and thanks for the mod! :)
Nostalgic
almost forgot about the m4m, my bad

ex
  1. 00:02:069 (5,6) - avoidable overlap.
  2. 00:06:736 (1) - I don't think increasing sv here is really necessary, its not an wubby map after all. But if you do insist, you should increase the sv of 00:10:069 (4) - as well logically.
  3. 00:28:653 (5) - it doesn't make sense to ignore the 1/8 electronic sounds.
  4. 00:50:069 (1,2,3,4,1,2) - the spacing needs more exaggeration. However, 00:55:486 // I am confused why you choose not to map the exact same electronic sounds here.
  5. 01:10:069 (3,4,5,6) - square flow u sure?

ins
  1. 00:02:069 (5,6,7,8) - Spacing the kicks out makes perfect sense, and players at this level can certainly handle this.
  2. 00:11:403 (1,2,3,4,5) - 135° // 00:12:069 (1,2,3,4,5) - 180° What make the difference?
  3. nothing more to add here. This diff is extremely similar to the extra. So i guess what i mention in extra is still relevant here
Topic Starter
Grrum

Nostalgic wrote:

almost forgot about the m4m, my bad

ex
  1. 00:02:069 (5,6) - avoidable overlap. -- what's wrong with the overlap? The aesthetics are fine to me
  2. 00:06:736 (1) - I don't think increasing sv here is really necessary, its not an wubby map after all. But if you do insist, you should increase the sv of 00:10:069 (4) - as well logically. -- There is a decreasing pitch on that note which makes it feel special in the song, so I think a SV change highlights that. Additionally, it doesn't really play differently than normal SV due to its shape, so I like that it is only for flare. The note you mentioned doesn't have that musical aspect to it
  3. 00:28:653 (5) - it doesn't make sense to ignore the 1/8 electronic sounds. -- It makes sense to me. I'm following the melody here, and the melody stops, so I don't really want to do much. Transitioning to very fast notes would require a lot of mental focus out of the player, and I don't want to map for that audience.
  4. 00:50:069 (1,2,3,4,1,2) - the spacing needs more exaggeration. However, 00:55:486 // I am confused why you choose not to map the exact same electronic sounds here. -- I don't really want this pattern to be hard because I don't think this is all that intense in the song. Why do you want the spacing to be bigger though? Explaining your feelings on this might indicate some underlying issue that I can address in a different way that is more in line with the goals I have of this pattern.
  5. 01:10:069 (3,4,5,6) - square flow u sure? -- yep

ins
  1. 00:02:069 (5,6,7,8) - Spacing the kicks out makes perfect sense, and players at this level can certainly handle this. -- I don't want this part of the song to be too strong so that I can have nicer pacing as the song goes on.
  2. 00:11:403 (1,2,3,4,5) - 135° // 00:12:069 (1,2,3,4,5) - 180° What make the difference? -- The instrument changes on that new combo, so I think a change in flow/aesthetics contrasts the two sounds
  3. nothing more to add here. This diff is extremely similar to the extra. So i guess what i mention in extra is still relevant here
Thanks for the mod.
Izzywing
hi

[advanced]

I think there's a spread issue between the novice and advanced, and its mostly because advanced just uses a ton of 1/2 rhythm. It doesn't show in the star rating due to your slider velocity and DS choices but this map is quite harder than the novice. Consider nerfing the lengthier chains of 1/2 rhythm (such as 00:05:403 (1,2,3,4,1) - ) into simpler rhythms in order to balance the spread. The map itself is fine as a standalone to be fair.

[hard]

00:02:736 (1) - consider a longer slider here? the extended synth sound gets no representation in the map as it is
00:57:069 (4,5) - doing something to differentiate this with 00:56:069 (1,2,3) - in terms of rhythm would be nice. Consider making 00:57:069 (4) - into two circles.
00:57:736 (1) - consider making 00:57:986 - this blue tick clickable by shortening this by one reverse and adding a circle

nice and clean DS'd hard diff

[light insane]

00:03:069 (2,5) - why not stack? this would not be a reading issue
00:15:403 (4,5) - space these visually like you do with the other 1/2 patterns, such as 00:16:069 (1,3) - ?
00:34:069 - you could put a slider here like you do in some of the other diffs
00:44:069 (1) - you can extend this by one repeat, light insane players are capable of landing that quite easily. You would have to move it closer to the next object though.
00:48:569 (2,4) - Like before, you can stack this. Same where applicable
00:57:736 (1) - see my suggestion in the hard diff (if you didnt apply it there reconsider it here, considering the difficulty increase)

A quick note, for all of these patterns 00:10:736 (1,2,3,1,2,3,1,2,3,4,5,1,2,3,4,5), why not have the first two have the active triplets and the second two have the reverse slider? in all instances musically the first two are more intense (see 00:11:069 (3,3) - vs 00:12:403 (3,4,5) - for a quick example) and representing this via gameplay would be nice.

[Insane]

00:12:402 (3,4,5) - similar to the note in the hard, consider nerfing this to just a repeat slider (keep the circle on 00:12:736 (1) - ) to show the decrease in intensity in the music. Applies wherever applicable.
01:00:736 (4) - i see you tried to shape this like 01:00:069 (1) - but its off a bit, so it makes 4 have some weird slider uncanny valley to it lol

kinda tired of this song atm so ill mod the top diff after you respond to these (want to make sure the spread concerns on the low diff are addressed before we continue)

Be sure to respond to all mods before calling me back, I think this set is pretty good for someone with no ranked maps.
Kujinn
m4m ~ sorry its late

didn't mod hard or light insane cause they honestly look perfect to me

[insane]
  1. 00:05:069 (5) - Why not just copy 00:04:736 (4) - and ctrl h?
  2. 00:17:403 (1,5) - stack on slider head??
  3. 00:23:236 (5,1,2) - this straight pattern doesn't play nicely, maybe place 00:23:403 (1) - around x62 y150 and 00:23:569 (2) - around x7 y46.
  4. 00:56:069 (1,2,3) - you can definitely make this look better
  5. 01:21:236 (6,1) - kinda of a weird angle, I would ctrl g would fix it, but 01:21:402 (1,2,3,4) - will be a problem.

[Super Saiyan]
  1. 00:02:069 (5,6,7,8) - pattern more playable if placed like this http://prntscr.com/hi33xl
  2. 00:28:069 (1,2,3) - could do something similar to 00:16:069 (1,2,3,4) -
  3. 00:39:069 (3,4,5) - I think you should gradually increase spacing.
  4. 01:02:569 (1,2,3,4,5) - Doesn't play nicely. Placing 01:02:903 (4) - behind the triple, maybe around x287 y234 and placing 01:03:069 (5) - around x117 y 135 should fix it

Mostly aesthetics but I think this set is pretty much ready~

GL!
MaestroSplinter
Hey, sorry to be late :?

Light Insane
General
It's pretty clean but for some reason 00:03:903 (5) - this type of pattern that do you have all over the diff its a little bit akward, i would prefer to all stacke each other but that's just a preference
Stack stuff
00:00:236 (2) - stack to slider
00:08:069 (1) - stack to the next (1) slider
01:09:403 (1) - i would stack this to the previous (2) note
01:17:069 (5) -stack this one at (1) slider

Hard
This one is pretty good, i couldn't find any issues on it

Good luck o/
Topic Starter
Grrum

Hobbes2 wrote:

hi

[advanced]

I think there's a spread issue between the novice and advanced, and its mostly because advanced just uses a ton of 1/2 rhythm. It doesn't show in the star rating due to your slider velocity and DS choices but this map is quite harder than the novice. Consider nerfing the lengthier chains of 1/2 rhythm (such as 00:05:403 (1,2,3,4,1) - ) into simpler rhythms in order to balance the spread. The map itself is fine as a standalone to be fair. – Agreed. I made it so that 3 is the max slider chain of ½ sliders. I did not feel that the ½ circles at were too much, so I left those in. If you still need me to nerf the rhythms, please let me know, preferably in game so I can get a good understanding of what to shoot for. Also, I change the Normal to make it a bit weaker on nenonat's suggestion.

[hard]

00:02:736 (1) - consider a longer slider here? the extended synth sound gets no representation in the map as it is – I prefer not to because then 00:03:236 – feels unnatural with or without a circle/slider end, but if I have to let me know.
00:57:069 (4,5) - doing something to differentiate this with 00:56:069 (1,2,3) - in terms of rhythm would be nice. Consider making 00:57:069 (4) - into two circles. – okay
00:57:736 (1) - consider making 00:57:986 - this blue tick clickable by shortening this by one reverse and adding a circle – didn't like it in this difficulty because rhythm was too hard.

nice and clean DS'd hard diff – this is one the fastest/least modded/lowest effort maps I've made :D

[light insane]

00:03:069 (2,5) - why not stack? this would not be a reading issue – I made the AR bigger, so yeah no it seems good to stack.
00:15:403 (4,5) - space these visually like you do with the other 1/2 patterns, such as 00:16:069 (1,3) - ? – I found a way to do it
00:34:069 - you could put a slider here like you do in some of the other diffs – no. The transition from 00:33:903 (3) – would be too weird.
00:44:069 (1) - you can extend this by one repeat, light insane players are capable of landing that quite easily. You would have to move it closer to the next object though. – okay
00:48:569 (2,4) - Like before, you can stack this. Same where applicable – this one is fine.
00:57:736 (1) - see my suggestion in the hard diff (if you didnt apply it there reconsider it here, considering the difficulty increase) – applied in this difficulty

A quick note, for all of these patterns 00:10:736 (1,2,3,1,2,3,1,2,3,4,5,1,2,3,4,5), why not have the first two have the active triplets and the second two have the reverse slider? in all instances musically the first two are more intense (see 00:11:069 (3,3) - vs 00:12:403 (3,4,5) - for a quick example) and representing this via gameplay would be nice. – This is a surprising case where we just have different interpretations of the song. I think the second two measures at 00:12:069 (1) – have a much stronger instrument than the first two measures at 00:10:736 (1) - , so they deserve the stronger rhythms, which feels like better pacing anyway.

[Insane]

00:12:402 (3,4,5) - similar to the note in the hard, consider nerfing this to just a repeat slider (keep the circle on 00:12:736 (1) - ) to show the decrease in intensity in the music. Applies wherever applicable. – ^
01:00:736 (4) - i see you tried to shape this like 01:00:069 (1) - but its off a bit, so it makes 4 have some weird slider uncanny valley to it lol – I understand your view, but I'm okay with how it currently is. If I have to remap the combo, let me know and I'll change it right away.

kinda tired of this song atm so ill mod the top diff after you respond to these (want to make sure the spread concerns on the low diff are addressed before we continue)

Be sure to respond to all mods before calling me back, I think this set is pretty good for someone with no ranked maps. – Here is my salt

Thanks for the mod, look forward to your continuation of it.

Kujinn wrote:

m4m ~ sorry its late

didn't mod hard or light insane cause they honestly look perfect to me

[insane]
  1. 00:05:069 (5) - Why not just copy 00:04:736 (4) - and ctrl h? – ??? It is
  2. 00:17:403 (1,5) - stack on slider head?? – Don't need to, objects have faded
  3. 00:23:236 (5,1,2) - this straight pattern doesn't play nicely, maybe place 00:23:403 (1) - around x62 y150 and 00:23:569 (2) - around x7 y46. – Addressed this differently.
  4. 00:56:069 (1,2,3) - you can definitely make this look better – How? Looks fine to me. What's wrong with it?
  5. 01:21:236 (6,1) - kinda of a weird angle, I would ctrl g would fix it, but 01:21:402 (1,2,3,4) - will be a problem. – Wierd angle is intentional to emphasize that note. I think it plays nicely.

[Super Saiyan]
  1. 00:02:069 (5,6,7,8) - pattern more playable if placed like this http://prntscr.com/hi33xlThis is not helpful feedback. I can map a map, and I feel like I know what I'm doing here. What I don't know is how you feel about the pattern. What is wrong with the current pattern that made you feel negatively about it? Explain how you feel about that, and then I can identify any underlying issues that would allow me to improve your play experience while still accomplishing the goals of this pattern.
  2. 00:28:069 (1,2,3) - could do something similar to 00:16:069 (1,2,3,4) - ???? I really don't understand what you want of this pattern/suggestion. They are currently being similar. What's the negative play experience that I can make better for you?
  3. 00:39:069 (3,4,5) - I think you should gradually increase spacing. – Nice
  4. 01:02:569 (1,2,3,4,5) - Doesn't play nicely. Placing 01:02:903 (4) - behind the triple, maybe around x287 y234 and placing 01:03:069 (5) - around x117 y 135 should fix it – What about the pattern makes it not play nicely? Imo, my pattern plays nicer than your suggestion.

Mostly aesthetics but I think this set is pretty much ready~ – yay! Sorry I sound a bit stand-off-ish in my response

GL! – Thanks for the mod!
@MaestroSplinter: Fixed some but not all of the stacks because of readability. Thanks for the mod!
DeRandom Otaku
Get Hobbes to bubble and call me then ig

Picked your map from my queue btw
Izzywing
hi, sorry for being so slow -_-

[topdiff]

00:18:736 (1) - spacing here feels underwhelming considering the intensity
01:01:236 (1,2,3,1,2,3,1,2,3,1,2,3) - i think this would play better if the movement from triplet to triplet flowed better, for example if you did a setup where you went from 01:01:236 (1,2,3) - to 01:02:236 (1,2,3) - to 01:02:569 (1,2,3), etc, it would play much nicer
01:25:069 (3) - i think this spacing is a bit excessive for what the music provides

im okay with what you did for the spread thing and the responses to the other diffs so call me after this
Topic Starter
Grrum

Hobbes2 wrote:

hi, sorry for being so slow -_- -- It's been a long wait, but it's been worth it

[topdiff]

00:18:736 (1) - spacing here feels underwhelming considering the intensity -- agreed, good suggestion
01:01:236 (1,2,3,1,2,3,1,2,3,1,2,3) - i think this would play better if the movement from triplet to triplet flowed better, for example if you did a setup where you went from 01:01:236 (1,2,3) - to 01:02:236 (1,2,3) - to 01:02:569 (1,2,3), etc, it would play much nicer -- One of the goals I had for this pattern was to make 01:02:569 (1,2,3) - feel different from the other triples since the melody takes a different tone there. I also think this is a pretty subjective issue since any permutation of flows have similar movements. So I kind of like the way I grouped them a bit more since it makes subtle changes where the pitch changes at 01:01:903 (1) - and 01:02:569 (1) - .
01:25:069 (3) - i think this spacing is a bit excessive for what the music provides -- I'm curious why you feel that way since I see a few things besides the spacing that might cause it to feel too intense. The spacing is the same as 01:24:236 (2,3) - , and I think the intensities of these two patterns are close. Perhaps I've become a bit too habituated to this spacing, but when testing it at 2.7 spacing it felt a bit low. I nerfed the spacing a tiny bit anyway, though.

im okay with what you did for the spread thing and the responses to the other diffs so call me after this -- super hype! Thank you so much!

DeRandom Otaku wrote:

Get Hobbes to bubble and call me then ig

Picked your map from my queue btw
I am very excited!
Izzywing
d
Assuming non-GT, I will use both characters maximum levels of power for this battle. Pre Crisis Superman vs SS3 Goku post Buu timeskip. I don't really need to explain how powerful Superman is, even mentioning that Superman was unable to beat Flash in a footrace.

So I will focus on Goku. I want to start out by saying, no one knows exactly how powerful SS3 Goku is, as power levels stop being officially tracked after the Frieza saga, where Goku is stated to have a PL of 150 million. If you want my opinion on how I think his power scales up till the end of GT, you need only look at my sig. I will not attempt to use my fanmade power levels in a matchup like this though.

First, I think it's important to define what a power level is. An ordinary human has a power level of 5. It takes 27 PSI to crack open a human skull. In the first episode of Dragonball, Goku has a power level of 10. In that episode he is hit by a car and shot in the head by Bulma. Even a shot from a 9mm gun is over 30,000 PSI. Goku did not even bleed from that shot. The difference of 5 to 10 is a LOT more than double. This trend continues when Master Roshi blows up the moon with a power level of 140. The moon is about an 83rd of the weight of the Earth in mass. That's over 150 sextillion pounds worth of mass destroyed in a single shot. That is less than Pre Crisis Superman has been shown to lift with 1 arm, when he lifted 4 septillion pounds. Even so, it's an important thing to note.

It appears power levels do not scale linearly. It seems that each power level is more significant than the previous. If this pattern continues indefinitely, it's possible Goku is stronger than, or at least as strong as Pre Crisis Superman as early as the first episode of Dragonball z with his power level of over 950. During his fight with Vegeta, Vegeta threatens to blow up the Earth with a power level of 18,000. Some think that is a bluff, I think that would be out of character with Vegeta's personality, but that's another debate entirely.

Anywho, with the way power levels increase in DBZ, by the end of the Frieza saga Goku was likely capable of mass destruction on a galactic scale. Which brings me to my next point. Some will call this next point non-canon in the extreme as this is a movie reference. If you wish to do that, that's your choice. I do believe the movies follow the same "rules" as the anime/manga though. There is actually one power level stated to be higher than SS Frieza saga Goku. According to V-Jump magazing, LSS Broly has a power level of 1.4 billion.

Broly destroys the entire South Galaxy in his movie. That's a rather misleading term though, and probably doesn't mean what you think it does. In real life, a galaxy is 50-100 billion planets. There are about 600 sextillion planets in the observable universe. The South Galaxy in DBZ is not a typical real life galaxy, it is one quarter of the universe. So assuming our universes are the same size, Broly destroyed about 150 sextillion planets in one blast. I believe it's been shown that at higher super saiyan forms, possibly as early as FPSS, Goku is stronger than Broly. As a super saiyan 3, Goku is certainly more powerful than Broly, and super saiyan 3s have been shown to be able to break the laws of reality. So it's likely that SS3 Goku could destroy the universe, maybe even reality itself.

Now to cover speed, this is a fun one. On foot Superman cannot reach lightspeed. The Flash was shown to be faster than Superman in a footrace, as mentioned above. If the Flash ever reaches lightspeed he joins with the speedforce, which he clearly didn't in that race. So he didn't need to even reach lightspeed to beat Superman. Superman appears to be able to fly faster than lightspeed though, as traversing our solar system in a few minutes would require a little more than lightspeed, since the distance from the Earth to the Sun is 7 light minutes.

How fast is Goku though? Well, there's only two good events that you can use to measure speed in DBZ. One is the kamehameha wave from Cooler's Revenge. In about 10 seconds, Goku's kamehameha wave reached from the Earth to the Sun, making it about 50 times faster than the speed of light. Therefore, anyone that can dodge SS1 Goku's kamehameha wave, or even see it, has to be at least 50 times faster than the speed of light. Why is seeing it important? In DBZ, there are many times that the characters move faster than other characters can see. So basically, any villain post SS1 that can keep up with Goku can move at least 50 times faster than lightspeed.

The other case is a little more extreme though. When Vegeta uses The Final Flash against Cell. It's clearly shown that his blast leaves our solar system and explodes on a far away planet/star. The closest planet to our solar system is 10.5 lightyears away. That's 31556926 light seconds. It got there in only 20 seconds, therefore The Final Flash moves at least 1577846.3 times faster than lightspeed. And that was just ascended Super Saiyan Vegeta. Keep in mind perfect Cell saw this attack coming, yet is unable to see SS2 Gohan's movements. And SS3 Goku is obviously far stronger and faster. I don't think Goku would even need to transform to beat Pre Crisis Superman. He could likely kill him with a single finger. To put another nail in the coffin though, let's talk about fighting skills.

Goku is a world champion martial artist that continuously trains to better himself. Many times he has fought evenly with beings of similar or greater power. There is a time when Pre Crisis Superman loses his powers. During this time he has a boxing match with Muhammad Ali. Superman loses without landing a single blow, due to his lack of fighting skill. He has been trained in martial arts by Batman, but he is no world class fighter. Superman is also not used to actually fighting an equal or more powerful opponent at faster than light speeds.

If Goku's power level increases at the same rate till the end of DBGT as it does till the end of the Frieza saga, as a SS4 Goku would have a PL of roughly 939 Quinoctogintillion. For reference that is a 260 digit number. A PL of 14,600 is required to destroy an earth sized planet. There are about 2 nonillion earths worth of mass in the universe. That means SS4 Goku can destroy the universe about 32 Octosexagintillion times over. There's a reason they made Goku a god at the end of GT.
DeRandom Otaku
Popping for unsnapped objects in normal and hard
[General]
  1. OD of hard and light insane is same, change hard's to 6 and light insane's to 7 for a proper balance
  2. Same with HP, Prolly change light insane's to 5.5
  3. Could also add stuff like 'db dbz' in tags because they are short for dragon ball and dragon ball z
[Easy]
  1. 00:10:736 (1) - Looks a bit too curved tbh ,prolly uncurve it a bit,its also gonna make a proper blanket around 00:10:069 (4) -
  2. 01:25:403 (5) - Could definitely NC this in all difficulties to emphasize it as the last note
[Normal]
  1. 00:05:403 (1,2) - 00:06:069 (3,4) - Song is exactly the same so you should rather change 00:06:069 (3,4) - these to slider and circle since doing two sliders instead of 00:05:403 (1,2) - might make the part too dense
  2. 00:16:069 (1,2,3,4) - Same and same for the ones in kiai
  3. 01:07:735 (4) - Unsnapped
[Hard]
  1. 01:23:735 (3) - Unsnapped
  2. 00:34:069 - You had this mapped in normal and easy but not in this difficulty, doesn't make much sense spread wise, You could atleast put a circle on 00:34:736 -
  3. 01:01:236 (3) - NC
[Light Insane]
  1. 00:34:069 - Same as hard
  2. 00:48:569 (2,4) - 00:53:902 (2,4) - One of these is auto stacked and one is manually stacked, be consistent with these
[Insane]
  1. 01:08:069 - 01:18:736 - SV changes could be more drastic than 00:06:736 - 00:17:403 - Because the song at 01:08:069 - is more intense or you could nerf SV changes in the less intense part. Same thing for ex
  2. 01:22:403 (5,6,1,2) - Plays weirdly to be honest, The movement between 01:22:569 (6,1,2) - is pretty much linear which feels really unnatural to play especially when it comes to hitting 01:22:736 (1) - this note in gameplay
Get a Rebub and call me for qualify
Topic Starter
Grrum

DeRandom Otaku wrote:

Popping for unsnapped objects in normal and hard
[General]
  1. OD of hard and light insane is same, change hard's to 6 and light insane's to 7 for a proper balance – yes
  2. Same with HP, Prolly change light insane's to 5.5 – yes
  3. Could also add stuff like 'db dbz' in tags because they are short for dragon ball and dragon ball z – good idea
[Easy]
  1. 00:10:736 (1) - Looks a bit too curved tbh ,prolly uncurve it a bit,its also gonna make a proper blanket around 00:10:069 (4) - – copied the other slider shapes which I'm pretty sure makes it a good curvature now
  2. 01:25:403 (5) - Could definitely NC this in all difficulties to emphasize it as the last note – I prefer not to because that makes a single note be a different combo which looks weird that it's all by itself.
[Normal]
  1. 00:05:403 (1,2) - 00:06:069 (3,4) - Song is exactly the same so you should rather change 00:06:069 (3,4) - these to slider and circle since doing two sliders instead of 00:05:403 (1,2) - might make the part too dense – seems good
  2. 00:16:069 (1,2,3,4) - Same and same for the ones in kiai – alright
  3. 01:07:735 (4) – Unsnappedfixed
[Hard]
  1. 01:23:735 (3) – Unsnappedfixed
  2. 00:34:069 - You had this mapped in normal and easy but not in this difficulty, doesn't make much sense spread wise, You could atleast put a circle on 00:34:736 - – One of the goals of this rhythm is to emphasize the melody note at 00:33:986 - . If I take your suggestion and emphasize the note at 00:34:736 - , I have three stressed ¼ notes all in a row. This is really hard/weird to transition from the melody to the fade-out synthesizer in only ¼ note of time, and so it feels too challenging for this difficulty (well really, I think making such a drastic transition is bad gameplay almost anywhere). I feel like I'm forced to either map the melody or the fade-out, but not both, and so I choose the melody. I'll note that a normal triple does not create the gameplay experience I want. A normal triple's middle note is not stressed at all. It's really just sandwiched in between other strong circles. But I really want to stress this second ¼ note at 00:33:986 – which a ¼ slider does. This decision goes against a unified mapset, but I prefer having good difficulties over good sets. Try putting that into a 500 character modding v2 comment.
  3. 01:01:236 (3) – NC – yes
[Light Insane]
  1. 00:34:069 - Same as hard – ^
  2. 00:48:569 (2,4) - 00:53:902 (2,4) - One of these is auto stacked and one is manually stacked, be consistent with these – good eye, fixed
[Insane]
  1. 01:08:069 - 01:18:736 - SV changes could be more drastic than 00:06:736 - 00:17:403 - Because the song at 01:08:069 - is more intense or you could nerf SV changes in the less intense part. Same thing for ex – There's a bad argument for not making this change, but I think I should just take your advice
  2. 01:22:403 (5,6,1,2) - Plays weirdly to be honest, The movement between 01:22:569 (6,1,2) - is pretty much linear which feels really unnatural to play especially when it comes to hitting 01:22:736 (1) - this note in gameplay – I think most alternating maps which require you to jump on a ¼ note plays weirdly. Are these bad patterns then? What I'm trying to get at is the experience that causes you discomfort is the exact experience that is pretty fun to others. So I do think the linear pattern has a strong appeal, but perhaps not in this map since I really don't develop this concept. One day though I'll revisit this linear golden ratio technique.
Get a Rebub and call me for qualify -- Thank you so much for the mod! Will get right on that!
Izzywing
My bad on the unsnaps, rebub
DeRandom Otaku
Qualified
Pachiru
Congratz pinataman!
Syns_old_1
Rookie
Sotarks
Gratzzzz
ego_17
scouters exploading!
tatemae
owo
finally!
gratz <3
Topic Starter
Grrum
Woooo, ranked!

Thanks everyone for the support

Special thanks to Joey, Guinea, and Rizen for all their help through the years.

Special thanks to Hobbes and DRO for the nominations.

And finally a special thanks to Sins for keeping it cool.
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