what are slider bones lmao
Dots on sliders In some of them i had like 4 white dots instead of 3. Or 10 instead of 5Kibbleru wrote:
what are slider bones lmao
Thanks! Now i am waiting for my 2 GD's, mods for them and then maybe BN?marth0 wrote:
from my queueuuee
[hard]
00:10:672 (4,1,2) - I would try to avoid things like this. It doesn't follow any kind of pattern or logic and only leads to readability problems. For me - it was ok. But ye, remapped it a bit
00:13:927 (3,1,2) - ^ the overlaps. you have plenty of unused space to avoid this. ^
00:17:181 (1,2) - this sounds really weird. instead if a repeated slider, use a slider followed by a note. also, 00:17:181 (1,3) design-wise you can do better, try to copy and paste more slider shapes to keep some logic as it seems a little random now. example -> https://osu.ppy.sh/ss/8942394 This apply to most of the map. yup
00:22:417 (3,4,5) - space this evenly so it looks cleaner https://osu.ppy.sh/ss/8942406 Done
00:39:823 (1) - I don't mind weird BONES as long as the slider looks good but is too much lol. How did i do this xD https://puu.sh/xkGPi/0c7bd792c0.jpg
[Smile!]
00:02:040 (8) - why don't you make this a kick slider too? Right, why not
00:08:974 (1,2,3,4,5,6) - This is you overmapping and ignoring the strong beats, so I wouldn't make streams like this. I don't mind the overmapping, but make it more fitting I guess? 00:08:974 and 00:09:257 are two strong beats so let the player feel them! this apply to the next few streams that you map the same. Stream is good there too
00:20:012 (7,1,2,3) - stack or don't stack but don't make these weird overlaps. This should be stacked, my bad
00:56:379 (8,9,10,11) - you can improve this by moving the line a little bit like this https://osu.ppy.sh/ss/8942602 and then have 00:57:229 (10,11) those like this https://osu.ppy.sh/ss/8942611 then your next slider surprisingly looks like this https://osu.ppy.sh/ss/8942611 and you can keep building that shit like https://osu.ppy.sh/ss/8942630 haha idk you get it already, just keep in mind every next object following a logic and always keep it! pretty (not saying my example was pretty, just a general comment) Still need to think about this one ducking slider xD
01:05:295 (7,8,9,10) - the low spacing is really hard to predict for what you've been building up here. either stack them in one place or space them more. Yes, it is hard. But i like it
that would be my mod, good luck with the map
Resztę zostawiłem, dobrze to wygląda na jumpach tego typuChuuritsuTv wrote:
[General]
Ustaw autora piosenki jako ave;new feat. 佐倉 紗織, a ave;new feat. Sakura Saori wstaw w rubryce Romanised Artist
Ustaw tytuł piosenki jako ぴすとっ☆SMILE♪ノンすとっP!!, a Piste SMILE Non-stop!! wstaw w rubryce Romanised Title.
Zmień źródło na: ぴすとっ☆, a PistStar wpisz w tagi
We wszystkich poziomach trudności ustaw takie same tagi
[Arow's Normal/Advanced idk smile]
Nie znalazłem nic wymagającego poprawy
[Hard]
00:17:181 (1) - nc Fixed
[Smile]
00:23:974 (1) 00:24:257 (1) 00:28:502 (1) 00:28:785 (1) 00:35:861 (1)Fixed 00:51:144 (1) 00:51:427 (1) - Te nc raczej nie są potrzebne
I really don't know what you want to say thereFirebool wrote:
Hello from my modding roomArow's Normal00:23:691 (1,2) - try to make it more smooth
00:25:955 (1,2) - Lower them a little lower, cauze of overlap 00:26:521 (2,1,2) -
00:40:672 (1,2) - aestetic
00:57:653 (7) - NC
well this diff is too rhythmycaly laceratedHard00:36:427 (3) - bad form
00:42:229 (2,5) - bad overlap
00:54:681 (3,1) - distance snap
00:58:785 (1,2,3) - rebuild it like slider->single->slider
01:04:729 (1,2,3,4,5,1) - why so little space. u used it once so keep the distance the same as everywhere else
01:12:370 (1,2,3) - rebuild it like slider->single->slider
01:14:634 (1,2,3) - ^
01:30:342 (1) - single here, and then spin on white
need more aestetic hereSmile00:10:672 (1,1,2,3,4,5,6,7) - first stream was with another space, they should be the same
00:12:512 (2,3,1,2,3,4,5,6) - dat form
00:38:408 (9) - wow
01:07:841 (4,5,6,7,8,9,10) - aestetic
actually all diff need more aestetic,so...
01:18:738 (2,1,2,3,4,5,6) - ugly
well, all diff is very ugly. I saw many of yuor ideas but this ideas are shredded and do not cross into each other
try to spend more time to mapping and aestetic all of moments
osu file format v14
[General]
AudioFilename: ave;new feat. Sakura Saori - Pist SMILE NonstoP!! ~Kagayake Ashita no Star Daisakusen~ (Short Ver.).mp3
AudioLeadIn: 1000
PreviewTime: 52993
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
Bookmarks: 6993,12370,17181,18455,20436,21710,22417,22842,22983,24681,24964,26945,27512,27653,29493,29634,30059,31049,31191,31332,35295,35719,37134,37276,37559,37983,38125,38408,39398,39823,40389,40672,40955,41096,41379,41662,41804,42087,42512,43219,43644,44068,50861,51851,51993,52700,53125,54681,54823,55247,55530,56379,56662,56804,57087,58078,58219,59210,62181,62747,63313,66214,68549,68974,71238,80295,83549,84681,87512,88078,88644,88785,89210,89351,89634,89776,90059,90200,91474,91615,91898,92040,92323,92606
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.050006
[Metadata]
Title:Piste SMILE Non-stop!!
TitleUnicode:ぴすとっ☆SMILE♪ノンすとっP!!
Artist:ave;new feat. Sakura Saori
ArtistUnicode:ave;new feat. 佐倉 紗織
Creator:krykson
Version:Arow's Normal
Source:ぴすとっ☆
Tags:krykson Piste SMILE non stop Sakura Saori Piststar
BeatmapID:1399691
BeatmapSetID:657090
[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:4.5
SliderMultiplier:0.8
SliderTickRate:1
[Events]
//Background and Video events
0,0,"PistStar.full.1115044.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
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Thanks a lot! Fixed alomst everything that you pointed outPulse wrote:
hey!
from my queue
[General][Arow's Normal]
- Check with experience people about how many diffs you must add in order to have a fine spread.
[Hard]
- Imo this diff should be proper hitsounded. When you select a whole slider and put a hitsound, you'll get some whistle while your cursor is on slider body, and this sound again and again ruins hitsounding. Select a slider head, add hitsounds. Then, check if slider ends needs hitsounding too, but don't use hitsounds on the whole slider, it almost never works.
- 01:06:285 (1) - Do not use 1/4 sliders on Normal.
This diff needs some polishment. I'll point some stuff, but such changes could compromise following sections and they will also need adjusts. The same fits to Vik_Vens's Insane, it must be restructured. There's too many overlaps and copy/paste overlaps, overlaped streams that make the map a total mess.[1112's Insane]
- 00:01:898 (4,1,2,3) - I'm not sure if this stacking/overlapping is appropriate to this part of the song. Sounds aren't even close to be the same to do such thing, even more on the beginning of the map.
- 00:06:568 (3,4) - Could you arrange these notes better in order to avoid unnecessary overlap?
- 00:07:559 (7,1) - These spacing and distance snap are uncomfortable. I suggest a some arrangement here too.
- 00:16:898 (5) - Unwanted overlap.
- 00:17:889 (4,5,6,1,2,3,4,5,6,7,8) - Structurally speaking, this section doesn't work.
Starting by (4), it could be moved down to match (3) imaginary path.
(5,6) works but it's visually disorganized. I get your idea, so something like this should work better and keep your idea.
(1,2,3) should be at least more aligned. 2 should be moved up, and 3 shape and rotate angle could be better.
(4) shape breaks your flow completely, SV isn't really necessary here.
(7) shape could be less curved, and the same goes to (8), but 8 is also misplaced.- 00:29:917 (2) - Flow is messed up, and slider shape doesn't help. You could at least Ctrl+H (2) and rearrange (3) to fix this pattern.
- 00:38:408 (3) - Could be rotated to avoid sliderbody overlap.
- 00:41:804 (1,2,3,4) - That's really lazy. Song would be represented better some 1/1 sliders, like this.
- 00:53:125 (1) - Unwanted overlap.
- 00:54:823 (1) - Shapes like this would help transition to next pattern and would visually help.
- 00:56:804 (7,8,9) - Overlap.
- 00:58:078 (2,3) - Movement could be better.
- 01:02:181 (1,2,3,1,2,3,1,2,3,4,5) - You have a lot of space to use, you don't need to repeat this structure. There's a subtle overlap too.
- 01:15:766 (1) - Overlap.
- 01:16:898 (1) - ^
- 01:22:559 (1,2) - Come on, it can be a way better, try a blanket or better ds-ing and shapes.
- 01:27:087 (1,2) - ^
- 00:04:304 (1) - Try a red anchor here, curved slider seems a little unstructured in relation to the rest.
- 01:22:559 (1) - Idk, doesn't feels like this overlap works here... See if you can improve this part.
Thanks a lot!PeterEU wrote:
Hi from queueNormal00:02:181 (2) - rotate by 6* by selection centre and move 00:03:313 (1) to the end of the 00:01:049 (1) this will look much better
00:17:464 (3) - (just suggestion) you can make this longer to white tick and place one more circle after this like that : http://osu.ppy.sh/ss/9087684
but you don't have to
00:22:417 (1) - NC here
00:33:879 (3) - why can't you just make regular blanket here http://osu.ppy.sh/ss/9087713
01:02:181 (1,2,3,4) - looks bad for meHard00:03:738 (6) - change curve to https://osu.ppy.sh/ss/9087745 Done
00:07:559 (7) - make it more visible http://osu.ppy.sh/ss/9087749 Done
00:10:106 (1) - less sharp pls Done
00:10:672 (4) - make this slider look like this http://osu.ppy.sh/ss/9087766 Done
00:11:662 (3,4) - move these like that http://osu.ppy.sh/ss/9087782 Nah
00:13:927 (3) - Avoid this pls you can replace with 2 circles But why?
00:26:238 (1,2,3) - its not ok to place these so close i recommend you to do that : http://osu.ppy.sh/ss/9087800 Ye, it is more clear now
00:27:653 (4,5) - change positions to https://osu.ppy.sh/ss/9087805 Oh ye, that's good
00:34:445 (2,3) - ^ https://osu.ppy.sh/ss/9087813 Done
00:50:861 (1,2,3,4,5) - avoid this. Looks like 2009 mapping you can try this https://osu.ppy.sh/ss/9087830 I knew that it was bad but didn't know what to do with it. Thanks!
00:53:691 (1,2,3) - no pls. change to this http://osu.ppy.sh/ss/9087841 Ye, it looks better mnow, and flow is more smoth
00:55:672 (3) - replace with 2 circles Nah
00:59:210 (3) - select this and press ctr + h Yup, looks better
01:03:313 (1,2,3,4) - https://osu.ppy.sh/ss/9087862 Done
01:07:276 (2,3,4) - http://osu.ppy.sh/ss/9087872 Done, but i don't know if i sgould change it
01:12:795 (3) - replace with 2 circles
01:15:059 (3) - ^
01:18:596 (4) - http://osu.ppy.sh/ss/9087879 Nah, changed it in different way
01:20:295 (1) - https://osu.ppy.sh/ss/9087883 Done
01:24:823 (1) - http://osu.ppy.sh/ss/9087890 Done
wow you should practice some jumping patterns don't give up i gived you lot of inspiration
PeterEU wrote:
Normal00:02:181 (2) - rotate by 6* by selection centre and move 00:03:313 (1) to the end of the 00:01:049 (1) this will look much better
00:17:464 (3) - (just suggestion) you can make this longer to white tick and place one more circle after this like that : http://osu.ppy.sh/ss/9087684
but you don't have to It's not bad but I want this part to be less intense
00:22:417 (1) - NC here
00:33:879 (3) - why can't you just make regular blanket here http://osu.ppy.sh/ss/9087713
01:02:181 (1,2,3,4) - looks bad for me hmm
osu file format v14
[General]
AudioFilename: ave;new feat. Sakura Saori - Pist SMILE NonstoP!! ~Kagayake Ashita no Star Daisakusen~ (Short Ver.).mp3
AudioLeadIn: 1000
PreviewTime: 52993
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
Bookmarks: 6993,12370,17181,18455,20436,21710,22417,22842,22983,24681,24964,26945,27512,27653,29493,29634,30059,31049,31191,31332,35295,35719,37134,37276,37559,37983,38125,38408,39398,39823,40389,40672,40955,41096,41379,41662,41804,42087,42512,43219,43644,44068,50861,51851,51993,52700,53125,54681,54823,55247,55530,56379,56662,56804,57087,58078,58219,59210,62181,62747,63313,66214,68549,68974,71238,80295,83549,84681,87512,88078,88644,88785,89210,89351,89634,89776,90059,90200,91474,91615,91898,92040,92323,92606
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.050006
[Metadata]
Title:Piste SMILE Non-stop!!
TitleUnicode:ぴすとっ☆SMILE♪ノンすとっP!!
Artist:ave;new feat. Sakura Saori
ArtistUnicode:ave;new feat. 佐倉 紗織
Creator:krykson
Version:Arow's Normal
Source:ぴすとっ☆
Tags:krykson Piste SMILE non stop Sakura Saori Piststar
BeatmapID:1412726
BeatmapSetID:657090
[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:4.5
SliderMultiplier:0.8
SliderTickRate:1
[Events]
//Background and Video events
0,0,"PistStar.full.1115044.jpg",0,0
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
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-Space- wrote:
Hey from my queue!
Protip: Put your code in a box! >.<[General]
- Your spread requires the lowest difficulty to be below 2.00* for the spread to be rankable!
[Arow's Normal]
I'd like you to think about overall rhythm density for this map, remember you're responsibility through mapping a normal is to introduce players to slightly more complex items and rhythm patterns that are in osu!. Whilst doing this it is paramount you remember that BPM has a large role for settling players into a map. The fact this is a high BPM map means you should be using 1/1 a little bit more sparingly - giving breaks more frequently so the player can adjust and adapt to the fact that high BPM usually means more difficulty.
A few suggestions for an overall structure to the map:I took the following from the beginning part of your map: 00:07:842 (1,2,3,4,5) , 00:10:106 (1,2,3,4,5). These for example are difficult for the player to work with and adjust to, purely because of high density and a high overall BPM. 00:30:766 (3,4,5,1,2,3) is even more worrying because you're straining a lot of 1/2 into a small part.
- Try and use more sliders in place of individual notes, whilst maintaining a nice balance of note to slider. It's important that you remember a succession of notes will be hard for a player to click consecutively.
- Try putting 2/1 gaps in the map more frequently, do it tastefully so that it still respects the music and vocals. This means the player has time to adjust their mouse/tablet/hands and figure out how the map works. I believe currently it's a little overwhelming.
Personally, I believe you need to reinforce structure and idea to your map more suitable for a player that isn't as experienced. You need to normalise what you're achieving in this map in order to employ more consistency throughout. Take time to look at ranked normals and easies to see how they map around their respective songs rhythm.
- 00:16:898 (1,2,3,1,2,3,4) - Following the vocals is a good thing sometimes, but following it religiously will result in heavily disjointed sections of the map where it's kind of difficulty to judge when the next vocal is going to interact with the music. This makes judging notes more difficult for newer players because of the ineptitude with the game as a whole. I would try and normalise a rhythm for the player to get used to so they have an easier time hearing the rhythm rather than sightreading. This can apply to things like: 00:21:710 (1,2,1,2,3,1) , 00:28:219 (1,2,3,1,2) and 00:30:766 (3,4,5,1,2) to name a few.
- 00:25:389 (4,5) - I don't understand why the flow and motion suddenly stops at this part in particular, especially with the gradual intensity of the vocals rising for this part. Feels counter intuitive.
- 00:28:785 (2) - Personally not a fan of this curve, just a small opinion that it feels too short and jagged.
- 00:30:766 (3,4,5,1,2,3,1,2,1,2,3) - Back to this part, similar and sharing reason with the first suggestion in this list it feels odd to play, even as a more experienced player. The map is suddenly spiking up in difficulty because the vocals have become more condensed, which creates an awkward spot as the mapper. Since you're mapping vocals I can see why you've chose to map it the way you have. However, from what I can see it looks like you struggled to adapt it to a normal difficulty environment. The high speed and 1/2 just doesn't compliment the mapset very well and overall I believe you need to reassess the song structure for the normal.
- 00:34:729 (4,1,2,3,4) - You're also not following vocals consistently here which is creating an issue above, diffspiking. It seems you flow in and out of mapping vocals and choose which time the vocals sound lucrative to map and which parts aren't as exciting or as sharp in the song. It makes the player confused as to what your goal is when mapping.
- Throughout the whole kiai your map is heavily leaning over normal and is looking more like an advanced or a low star hard. I believe you should nerf a lot of parts difficulty wise and focus more on slower rhythms and more filler. I don't like to tell a mapper to use filler because it's subjective and it can limit abilities and strong points on certain people. However, I would suggest that you put an attempt into maybe skipping the less audiable and clear beats and vocals in order to achieve a more playable experience for newer players.
- 01:13:502 (1,2,3) - This part is inconsistent with the first parts here: 00:10:106 (1,2,3,4,5) and the pattern you just mapped before.
[Hard]
Pattern choices on this map are odd, I am not saying they're bad because apparently I am not allowed to because 2017 mapping and I have seen much more questionable things, however I just believe there are better ways to articulate flow and there are better ways to use different techniques to achieve similar results. 00:10:672 (4,2) - Things like this are an example of where the patterns kind of forget themselves in a way. It looks odd not to have this parallel to each other (the sliders) and kind of makes your patterns inconsistent. 00:12:370 (1,2,3,4) - This is another thing, you shouldn't be afraid to use and abuse the copy+paste features and rotate. Instead of making each curve individually you can copy over some shapes from before and it makes the map look much cleaner and crisp as a result.
Also your combos don't make much sense, as a rule of thumb and safety 99% of the time start them on downbeats (big white ticks on the timeline).
Some suggestions to your map:
- 00:07:488 - I don't hear a sound here so I am unsure why you've ended a slider on the blue tick in this instance. uhh, it just feels better,
at least for me- 00:16:474 (4,5,6,1) - I can't see a transition or anything to denote the fact the song has changed drastically I think it would be a good idea to make more use of slider velocity and shape manipulation as well as distance snap changes to reflect the fact the song is transitioning from a relatively energetic pace to a more relaxed pace. Emm, nearly the whole slow this part is made of sliders, so it feels kinda slow
- 00:18:596 (5,6) - Ehhh~ this is where some subjective ideas come in. Opinion time, I don't like this pattern... or at least the way it's been made in this instance. Firstly, the curves are different so it kind of defeats the idea of this pattern. Secondly, they're overlapping. Don't be afraid to push out your distances on hards as long as you do it in a way that is easily understood by players who are taking that step into more difficult maps. My view in this particular pattern is it breaks flow and has no real reason to be placed there if we take into consideration the music. I like it
- 00:21:427 (8) - The anti jump here doesn't make sense as well as the combo'ing (mentioned above). If we take into account the way you've approached mapping so far its that you're paying close attention to the distance snap and are not commonly breaking it. So why at this part is an anti-jump placed with no real indication of your motives? I feel it doesn't reflect the consistency you've made and is a detriment to the map. Also, stack it to 5 Reworked
- 00:22:417 (3,4,5) - I like this, looks really nice! Good job. thanks lul
- 00:31:757 (1,2,3,4) - Spacing? fits the song
- 00:39:540 (9) - I think that you can improve the aesthetics of your map if you choose to put the note in the middle of this big slider. I am meaning to make it at the pinpoint center, like in this image: yup
- 00:41:804 (4,5) - As mentioned before, your map will benefit a lot if you're more liberal with the copy+paste features for sliders because if they're the same I believe it would look much nicer as a result. Done
- 00:56:379 (6,7) - I got lost here because of the distance snap, everything is so consistent and one after the other you should keep a path that's clearly followable for the player. With the high bpm it would make sense to keep the path clear so they can anticipate each note whilst the consistency and speed of the notes provide the challenge. Did ctrl+g
- 01:01:049 (5,6,7) - Places like here would be a good place to consider adding more difficulty. Firstly because the vocals are obviously much more emphasised and the music is reaching its apex for this verse. It also has a pause straight after, which allows recovery time for players. These are things to consider in a hard still because recovery from jumps and smaller streams are a must because these concepts are only just being introduced. I am not emphasising form the beginning, so why should i do it there? Following ds is ok
- 01:03:879 (4,5) - Spacing is a bit off here.Fixed
- 01:04:729 (1,2,3,4,5,1,2,3,4) - Spacing is a lot off here.Fixed
Again, like the previous difficulty. This needs significant work in order to reach and tick each box for both the rank criteria and the satisfaction that it will be official osu! content when ranked. Look through some of the video tutorials on YouTube made by the community, some notable members of the community who post helpful videos are: pishifat and Charles445.
If I am honest with you, most of the opinions above can be translated through to the other difficulties respectively. Although 1112's Insane was decent the mapset overall needs a significant rework and look over. There are a lot of general issues that whilst aren't directly unrankable are significant issues due to not being clearly lay out and otherwise just confusing. If you wish to have further clarification on the higher difficulties you are more than welcome to send me a mail or PM me if you find me in game. Best of luck for mapping and this set!
Cherry Blossom wrote:
Hello, from my modding queue.Arow's Normal
- 00:21:710 (1,2) - i dopn't really recommend to use circles here because it will be really difficult to find the rhythm because of the 3/4 gap between 00:21:993 (2,1) - , it would be better to read if you use a slider instead of these 2 circles 00:21:710 (1,2) -
- 00:28:785 (2) - 1/2 slider in the easiest diff is not really recommended too, the bpm is really high, you should avoid 1/2 objects and gaps like 00:30:766 (3,4,5,1,2) - . and even this reversed 1/4 slider 01:06:285 (1) - is unrankable for this case.
In this diff you should rework patterns in terms of rhythm, too many rhythm changes, transitioning from a traditional 2/1 gap to weird 3/4 gaps isn't really nice for lower diffsHard
- 00:06:568 (3,4,5,6,7) - you could make this pattern more beautiful visually and better to play, see :
- 00:21:710 (2,3) - i don't really recommend to stack here, because it slowdowns, and there's no reason to make something like this here. This pattern should be fluid to play, so it would be better to not stack these objects.
- 00:59:493 (4,5,6,1) - this can be re-arranged to make it better to play imo, because the current motion between looks a little uncomfortable to play due to the bpm and spacing. It would be nice if you make something more circular instead, like this
1112's Insane
- 00:25:389 (1,2) - these circles are too close and it feels unnatural to play, it looks like you ran out of space when you placed these objects but try to make these circles more spaced or equal to the default spacing you used.
- 00:51:710 (6) - make it rather stacked to 00:50:578 (3) - 's end, it will make the pattern better to play and emphasize the note on 00:51:710 - better because it will have a higher distance.
- 01:05:294 (1) - the distance from previous and next object could be higher too, to reflect the real impact of the song according to the jumps you placed on this section. If you apply this, don't forget this one too 00:56:238 (4) -
Vik_Vens's Insane
- 00:06:427 (1) - the note on the sliderend is more audible and powerful than the note on the sliderstart, so it would be better to make this tick 00:06:568 - clicked.
- 00:19:729 (5) - don't make the distance lower than your objects before, there's no reason. And many more like 01:07:700 (6,7) -
Overall this diff needs some rework on placement and structure of patterns. There's no really "link" between them.Smile!
- 00:09:681 (8) - when you make speedsup like this, don't forget to put a NC.
- 00:18:030 - this note is really audible and it sounds weird that you skipped it, make it followed or clicked.
- 00:44:351 (2) - its start is covered and maybe unrankable, this slider should not be stacked with the previous one.
I agree with others that this diff needs also some rework, like i said for Vik_Vens's Insane, this could be more structured to fit the overall ranking quality. You should keep consistency with patterns and make things a little more tidy.
Good luck ~
EVERYTHING FIXED, THANKS!
bezbashn wrote:
Hi form my modding queue! Since your map is still alive (you posted it 1 month ago in my q) I'll make an exception for GD's
Here's what I've made for you. You can change it anyhow you would want to. Good luck with ranking !bbn's Easyosu file format v14
[General]
AudioFilename: ave;new feat. Sakura Saori - Pist SMILE NonstoP!! ~Kagayake Ashita no Star Daisakusen~ (Short Ver.).mp3
AudioLeadIn: 1000
PreviewTime: 52993
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1
[Editor]
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Title:Piste SMILE Non-stop!!
TitleUnicode:ぴすとっ☆SMILE♪ノンすとっP!!
Artist:ave;new feat. Sakura Saori
ArtistUnicode:ave;new feat. 佐倉 紗織
Creator:krykson
Version:bbn's Easy
Source:ぴすとっ☆
Tags:krykson Piste Smile! Piststar 1112deng Suzuki_1112 x Arrow
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I am sorry, but i can't accept that one in this state.bezbashn wrote:
Hi form my modding queue! Since your map is still alive (you posted it 1 month ago in my q) I'll make an exception for GD's
Here's what I've made for you. You can change it anyhow you would want to. Good luck with ranking !bbn's Easyosu file format v14
[General]
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[Metadata]
Title:Piste SMILE Non-stop!!
TitleUnicode:ぴすとっ☆SMILE♪ノンすとっP!!
Artist:ave;new feat. Sakura Saori
ArtistUnicode:ave;new feat. 佐倉 紗織
Creator:krykson
Version:bbn's Easy
Source:ぴすとっ☆
Tags:krykson Piste Smile! Piststar 1112deng Suzuki_1112 x Arrow
BeatmapID:0
BeatmapSetID:-1
[Difficulty]
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danielexus wrote:
From my queue!
As I can see, this a pretty beginner map so I will point out the stuff that I think will help you though your mapping career!
GENERAL:
One big thing that I see alot of new mappers do is that they use alot of different slidershapes which makes the map messy. I'd suggest to some pre-made sliders and copy/paste those to make it seem clean.Hard00:01:049 (1,2,3,1) - fix the blankets and use the same amount of curve on the slider-bodies Idk if i fixed this tbh xD
00:02:747 (3,4) - please fix stack Fixed
00:05:295 (7,1,3) - Avoid such overlapsNah
00:06:993 (4,2) - ^ Done
00:07:276 (6,7,3) - ^ Done
The rest falls down with GENERAL
Thanks!1112's Insane00:04:304 (1) - I don't think this slider fits here
00:18:313 (2,3) - Mini blanket
00:25:955 (1) - Not quite sure if it fits here either
00:45:483 (3,2) - weird overlap with sliderends
00:56:804 (2,1) - weird overlap with sliderbodies
01:17:323 (3) - fix curve
01:25:247 (3,1) - not a fan of this kind of blanketing
This is my favourite difficulty out of all of them good job!Vik_Vens's InsaneThis map is very messy in my opinion, this may need a re-map :/
Alot of this also falls down with GENERAL
00:03:313 (1,5) - Fix overlap
00:11:238 (1,6) - ^
00:14:210 (1) - Don't curve this much with repeated sliders
00:17:889 (1) - Nevery use slidershapes like this xd
00:22:417 (4) - ^
Theres not alot to say about this diff, but it will need alot of changes. sorry :/
Thanks!Xoul wrote:
Heyo. Sorry for the wait...ModNORMAL
00:30:766 (3,4,5,1,2) - Might be a little fast paced for a normal map.
01:02:181 (1,2,3,4) - Goes for the whole map but slider shapes are never the same.
The kiai is a really big spike in difficulty. If this was one of my first maps I downloaded as a new player sure the song would sound fun being the weeb I am but I'd feel a little overwhelmed due to some rhythm choice in the kiai and little small sections of the map. Good work and I like the nostalgia of the old mapping style feel
HARD
00:30:766 (1,2,1,2,3) - Could be patterned better. https://puu.sh/xOJlK/352cb71c3f.png For example. But keep in mind what comes next and pattern that accordingly too.Fixed just a littler bit
01:03:596 (2,3,5) - Overlap Fixed
01:12:795 (3,1) - Overlap Fixed
01:13:078 (4,3) - Overlap Fixed
01:16:898 (1,2) - Slider shape could be better Ye, i made just normal slider instead of that one
01:20:295 (1,2) - Fix this. https://puu.sh/xOJu6/3bbd8d3110.png Fixed
INSANE
00:03:738 (2,3) - Please avoid using sliders on red ticks. I don't hear them accenting anything. Though I think its the lyric but I wouldn't do it this way.
00:04:021 (3,1,2) - Not sure how I feel about this repattern it somehow
00:06:285 (3,1,2,3,4,1,2) - Whole bunch of overlap. Blanket and stack accordingly
00:13:785 (2,3) - This is a no. Must fix
00:31:898 (2,3,1) - Overlap (2) and (1). Might not be visible playing but editor it looks weird.
00:50:861 (1,2,3,4,6) - Overlap and fiarly hard to read flow is bad too.
00:55:672 (2,4,1) - Overlap
01:10:106 (1,2,3,4,5,6) - Hard to read. Again flow isnt good either
01:17:181 (2,3) - Again
01:25:106 (2,3) - ^
Watch your slider shapes there are small inconsistencies. Flow could be a little better on some sections as well over pattering and aesthetics. Also fix your overlapping objects. Stack or Blanket them.
INSANE 2
00:03:313 (1,4,5) - Overlap
00:04:587 (2,4,2) - ^
Really I don't want to point out all of these overlapping objects but it makes the map really ugly imo. Also patterning could be improved as well. I don;t know really much more what to say about this diff. Watch your stacking and blanketed objects as well cause a ton of them seem off too.
SMILE!
I really dont want to come acorss as rude when I say things. So take it with a grain of salt I suppose.
Way too overmapped. There are no appealing factors of the map. Some things don't even go with the music. Patterns are overall absurd. Would make a good loved map but this diff has a lot of errors. I don't feel it this way. It is not overmapped (maybe just some sections, but 212 so i think it is not much of a problem). Patterns are not absurd. Just normal, 6* jumps (i wanted them to be much harder lol)
Take what I say with a grain of salt
Good luck with the set!
Soul~
osu file format v14
[General]
AudioFilename: ave;new feat. Sakura Saori - Pist SMILE NonstoP!! ~Kagayake Ashita no Star Daisakusen~ (Short Ver.).mp3
AudioLeadIn: 1000
PreviewTime: 52993
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1
[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 3.750004
[Metadata]
Title:Piste SMILE Non-stop!!
TitleUnicode:ぴすとっ☆SMILE♪ノンすとっP!!
Artist:ave;new feat. Sakura Saori
ArtistUnicode:ave;new feat. 佐倉 紗織
Creator:krykson
Version:1112's Insane
Source:ぴすとっ☆
Tags:krykson Piste Smile! Piststar 1112deng Suzuki_1112 x Arrow
BeatmapID:1412725
BeatmapSetID:657090
[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:7
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:1
[Events]
//Background and Video events
0,0,"PistStar.full.1115044.jpg",0,0
//Break Periods
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//Storyboard Layer 2 (Pass)
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120,106,50012,2,0,L|130:196,1,80,8|0,0:0|0:0,0:0:0:0:
219,188,50295,5,0,1:0:0:0:
219,188,50437,1,0,0:0:0:0:
287,252,50578,2,0,L|277:342,1,80,8|0,0:0|0:0,0:0:0:0:
191,338,50861,5,4,1:2:0:0:
157,256,51002,1,0,0:0:0:0:
219,188,51144,1,8,0:0:0:0:
191,338,51285,1,0,0:0:0:0:
55,178,51427,2,0,P|33:217|35:280,1,80,0|0,1:0|0:0,0:0:0:0:
278,331,51710,2,0,L|280:236,1,80,8|0,0:0|0:0,0:0:0:0:
140,61,51993,6,0,B|141:133|141:133|130:161|130:161|130:247,1,160,4|0,0:0|0:0,0:0:0:0:
192,258,52417,1,0,1:0:0:0:
381,177,52559,2,0,L|267:183,1,80,0|0,1:0|0:0,0:0:0:0:
191,338,52842,2,0,L|287:329,1,80,8|0,0:0|0:0,0:0:0:0:
301,181,53125,6,0,P|289:118|297:75,1,95.9999970703126,4|2,1:2|0:0,0:0:0:0:
364,249,53408,2,0,P|375:295|371:342,1,95.9999970703126,0|2,1:0|0:0,0:0:0:0:
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330,264,53974,2,0,P|309:306|275:340,1,95.9999970703126,0|2,1:0|0:0,0:0:0:0:
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377,199,54823,6,0,P|437:220|470:248,1,95.9999970703126,0|2,1:0|0:0,0:0:0:0:
283,225,55106,1,0,1:0:0:0:
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286,43,55955,2,0,L|285:161,1,95.9999970703126,0|0,1:0|0:0,0:0:0:0:
283,225,56238,1,8,0:0:0:0:
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387,158,56804,2,0,L|377:55,1,95.9999970703126,8|0,0:0|0:0,0:0:0:0:
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327,218,57229,1,4,0:0:0:0:
297,38,57370,1,12,0:0:0:0:
471,77,57512,1,0,0:0:0:0:
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248,253,58361,1,0,0:0:0:0:
336,370,58502,1,8,0:0:0:0:
253,338,58644,1,0,0:0:0:0:
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112,332,59068,1,8,0:0:0:0:
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170,351,67558,1,8,0:0:0:0:
253,319,67700,1,0,0:0:0:0:
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394,313,68124,1,8,0:0:0:0:
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162,238,70530,1,2,0:0:0:0:
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293,63,72087,1,0,1:0:0:0:
293,63,72228,1,0,0:0:0:0:
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52,225,73785,1,0,1:0:0:0:
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223,151,74351,1,0,1:0:0:0:
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309,71,74917,1,8,0:0:0:0:
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264,346,75483,5,2,0:0:0:0:
104,277,75766,6,0,L|216:288,1,80,0|0,1:0|0:0,0:0:0:0:
241,219,76049,1,0,1:0:0:0:
241,219,76191,1,0,0:0:0:0:
379,140,76332,6,0,L|267:151,1,80,0|0,1:0|0:0,0:0:0:0:
242,82,76615,1,0,1:0:0:0:
242,82,76757,1,0,0:0:0:0:
127,36,76898,6,0,P|80:59|59:135,1,103.999995239258,4|0,0:0|0:0,0:0:0:0:
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245,173,77323,2,0,B|132:124|175:233|32:185,1,207.999990478516,4|8,0:0|0:0,0:0:0:0:
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245,173,78313,1,0,1:0:0:0:
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245,173,78879,1,0,1:0:0:0:
245,173,79021,1,0,0:0:0:0:
102,219,79162,6,0,B|53:261|53:261|212:239,1,207.999990478516,4|8,0:0|0:0,0:0:0:0:
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195,242,80011,5,2,0:0:0:0:
350,355,80295,6,0,L|334:159,1,160,0|0,1:0|0:0,0:0:0:0:
251,36,80719,2,0,P|245:87|261:128,1,80,0|0,1:0|0:0,0:0:0:0:
336,195,81002,2,0,L|440:180,1,80,0|0,1:0|0:0,0:0:0:0:
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295,123,82842,1,0,0:0:0:0:
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370,213,83266,2,0,L|381:126,1,80,0|0,1:0|0:0,0:0:0:0:
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483,69,83974,2,0,L|472:169,1,80,0|0,1:0|0:0,0:0:0:0:
371,215,84186,1,0,0:0:0:0:
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Thanks!Mykaterasu wrote:
I'm not really the type to mince words. Don't feel taken aback if the writing sounds aggressive, I mean the best. I hope you value honesty.
You've made some classic beginner mapper mistakes which nobody seems willing to point out, instead opting for things that will marginally improve you and your set when there's a much bigger picture at work. There's a lot of decisions that defy standard convention (which isn't bad on its own) but then also go on to contradict themselves later on. Even at a glance it's easy to tell it's substantially messy. You might be better off intending to make something far more generic.
After you've told me you're completely unwilling to remap these 2 diffs, it seems pointless to even give this criticism, but if nobody else is gonna say it, I may aswell get it off my chest. It's formatted like a mod would, but doing every fix here would change the map so drastically that it wouldn't be close to what came before. Fortunately for now, there isn't much reason to mod the GDs at this stage because they're miles ahead of the host's diffs.
I don't particularly enjoy repeating myself either, if there is a consistent problem in the whole map, I'll point out an example when I see it, but I won't go and list every time.
Also do yourself a favour and watch all of pishifat's osu mapping videos. from oldest to newest of you haven't already. Familiarising yourself with additional mapping resources is also a good idea.General
- (Examples found in the hard) Your slider design is pretty awful here. You're hand drawing every new slider which looks completely messy;
>00:01:049 (1,2,3,1) - All of these shapes are different, but the fulfil the same design and aesthetic choice. Different?
>00:03:313 (1,2) - as above Fixed
>00:05:578 (1,2) - These are different angles Fixed
>00:08:408 (3,4) - as above Fixed
etc...
Maps like this don't get ranked. Aesthetics don't need to be clean, but they do need to be consistent. I recommend that you strongly familiarise yourself with the shortcuts in the editor; Ctrl+(>, <, g, h, j, s, d, r)... and then remap all of the sliders in this difficulty. You should be competently copy and pasting sliders of similar shape and transforming them appropriately.HardLooks like you need way more experience looking at the design choices other people's hard maps. This is far from an decent or average map.Overall this map is just everywhere. There's no clear design choice or anything innately logical about the way this is mapped. Pretty much every object in the map is something completely different to the other objects and contrasting the music instead of supporting it. All-in-all, I'd attempt remapping the whole thing with a tighter design concept. Try to plan ahead what each section will look like, you should know the structure of your map and the song like the back of your hand while mapping it.
- 00:01:757 (3,1) - don't use grid snapping with distance snapping, it leads to bad blanketing such as this. Fixed
- 00:02:606 - there is no reason to leave this empty when you've mapped every 1/2 sound prior, while landing on an equally valuable sound. Remapped
- 00:16:898 (5,6) - It doesn't make sense to space these like the previous ones (00:06:993 (4,5,6) - ) because the vocals these notes used to accent don't exist here. Why not?
- 00:17:181 (1) - NC starts 00:16:898 (5) - here. Fixed
- 00:17:181 (1,2,3) - 00:20:578 (5,6,7) - Comparing the spacing of these two phrases, this makes no sense. Added one more circle if this is what you mean
- 00:18:596 (5,6) - A design theme like this should not be used as a one-off. This makes no sense in the context of the map because it doesn't ever appear again as a theme, thereby making it look and play like a mistake. I don't get you there
- 00:20:578 (5,7) - bad blanket. 00:20:861 (7) - rotate this from selection by -2° (2° counterclockwise). Fixed
- 00:23:691 - Why is the SV lowered here? No textural or structural change is going on. Idk, for me it matches the music
- 00:24:681 (5,6,7,8,9) - This rhythm choice is exceptionally poor. This would be much better
Done- 00:26:945 (3) - Back to the SV, this upbeat section is now slower to play than 00:16:898 - this heavier section. This is completely contrasting the music and doesn't fit. For me it is ok
- 00:31:757 (1,2,3,4) - There doesn't seem to be any logic behind why you've spaced this totally differently. It kinda matches the lyrics
- 00:35:012 (1) - NC on 00:35:295 (1) - NC off Fixed
- 00:44:068 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - This looks like you've given up. There are so many better things to do with this section that mindlessly spam 1/2 sliders. Not to mention this whole pattern in general is spaced absurdly close to each other without a clear reason. Clear this section off and make something new. I like it the way it is, but ye, spacing was too low
- 00:57:370 (9,1) - These are spaced too close for a 1/1 rhythm. Players would expect this to be a jump at 1/2. nah
- 01:10:106 (6,7,8,9,10) - Use the shape maker tool please. What is this xD
SmileThis map is an even worse offender than the Hard, since most of the problems with it exist here but dialled way up. I'm not gonna copy paste everything again, the meaning behind each comment in the last diff should be obvious, so just know that it applies here too. I also shouldn't need to explain that it breaks the map's difficulty spread substantially. This should be 5.5* at its most difficult. At this difficulty level, the set is unrankable. Other than that, this difficulty barely has any decent theme tying into distance relation/contrast. It's good to have variable distances in higher difficulties but the way you've done it is counter-productive and was probably done without much thought. Constructing a high difficultly requires an vast depth of knowledge about mapping that you simply haven't learnt yet. Stick to 1-5* and learn to do it well before you construct something that you can barely play or have very little experience dealing with.Compare your map to this one of the same difficulty and similar bpm. In Lucifer, rhythms are clean and spacings are varied to bring out interest. The least intensive sections are almost effortless movement, with some massive jumps for contrast on highly important sounds. Then a switch takes place in which a majority of large jumps are contrasted by smaller spacings on less important sounds. In your map, everything is just a similar distance from everything else with little variation. Nothing stands out because it's all just evenly spaced medium jumps or absurdly uncomfortable/screen jumps. There's no enjoyment to be found here. Obviously comparing you with a well experienced mapper isn't exactly fair, but at least now it should be obvious what is expected of the quality of a map this difficult.
- 00:04:729 (2,3,4) - 01:11:238 (1,2,3) - Going back to the previous object's position is a technique used to bring out something in the music by providing contrast from jumps that don't do this, but there's nothing you're accenting in the music in these places. Ergo - You never use stacking like this to represent a similar point in the music. It's another one-off & dead theme. I don't get it. I mean i do, but i do not agree
- 00:05:012 (4,1) - 00:06:568 (1,2,3,4,5) - overlapping objects in this manner is unusual, and while it is acceptable, it's not used in any noticeably clean or consistent manner. I recommend looking up the maps of people like Chloe to see what a consistent version of this might look like. Nah
- 00:08:974 (1,2,3,4,5,6) - There is no rhythm remotely like this in the music. same goes its repetitions, 00:23:053 (7) - this, 00:27:724 (7,9) - this etc... There is
- I find it quite amusing that you overmap a stream into existance 00:11:238 (1,2,3,4,5,6) - here, but then don't map the stream that's actually in the music 00:12:087 (2) - 00:14:351 (2) - here. ^
- 00:17:606 (2,3) - You never use stacking to represent this point in the music ever again. One-off & dead theme. So what?
- 00:20:436 (1,2,3) - You never use stacking to represent this point in the music ever again. One-off & dead theme. Wait, it is right there ^
- 00:25:106 (3,4,5,6,7) - You never use stacking to represent this point in the music ever again. One-off & dead theme. It is not even a stack, and i have used it like 3 or 4 times in this map
- 00:32:606 (8,1,2,3,4) - Movement like this is used to accent every object since every angle between each object is convex, making it more uncomfortable. You can't throw it in where it doesn't correctly associate with the music. Why?
- 00:35:012 (11,1) - 00:55:955 (6,8) - These blankets were gift-wrapped for you and you didn't take them. Blankets aren't a necessary component in mapping, but near-missing them is unanimously a bad decision. I may do something
- 00:44:068 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - Most certainly not. There is nothing in this section that is remotely close to even possibly showing something in the music. We're in 2017. If your intention was to make a map look like it was made in 2010, learn the themes of 2010 mapping and base the whole map around it, not just one section. It just feels like wasted potential. But i like it
- 00:52:842 - Without an object here, 00:52:134 (4) - this sliderend is wrong. It can't fall on the offbeat on its own. Fixed
- 00:53:125 (1,2,3,4) - 00:53:691 (1,2,3,4) - What's with the big spacing difference? This is entirely illogical. It is "building up" the tempo
- 01:05:295 (7,8,9,10,11) - is nowhere near similar to 00:25:106 (3,4,5,6,7) - musically but it uses the same theme. It is
- 00:07:842 (1,2,3,4,1,2,3,4) - 01:13:502 (1,2,3,4,1,2,3,4) - Changes circular flow 1/2way through, 00:08:408 (1,2,3,4,1,2,3,4,5,6,7) - 01:15:766 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7) - Follows circular flow, 01:19:021 (4) - 01:19:021 (4) - Breaks circular flow for no reason, 01:12:087 (3,4,1,2,3,4,5,6) - Goes through at a wide angle, Fixed01:14:351 (3,4,1,2,3,4,5,6) - goes back on the previous object. Fixed It's obvious consistency of flow was never considered for these patterns.
Please don't get discouraged when I tell you to remap, in this case it's the fastest route to getting this ranked. There is resemblance of some thought going into object placement sometimes; 00:10:106 (1,2,3,4,1,2,3,4) - (Smile) but the logic that you use should be something that culminates in a clean result within the whole map, not just one short phrase. Put more time into looking at what you like, and limit yourself to a couple of motifs/rules. The more rules you constrain your map with the more logical the end result will be. After you're efficient enough at mapping with the restrictions you've placed upon yourself, you can open up to more outlandish/unusual rules, or go the opposite way and use fewer rules and see what happens.
gl with mapping.
Thanks!Forzaken4K wrote:
Hi. From my queue.Smile!00:03:030 (7) - i think this is too curved Nah
00:03:313 (1,4) - stack these Done
00:11:238 (1,2,3) - there's something wrong with this stack Fixed
00:13:219 (3,1,2,3) - stack these like you did with 00:10:672 (1,1,2,3) for consistency Done
00:16:898 (3) - too curved (for me atleast) Just a bit
00:20:436 (1,2,3) - a stack here doesn't feel right Nah, it goes with lyrics
00:23:974 (1,1,1) - remove NC Nah
00:25:672 (7) - a slider with such shape and speed should be a NC Done
00:28:502 (1,1,1) - remove NC Nah
00:38:408 (9,10) - stack is off Fixed
00:40:672 (2,5) - ^^ Fixed
00:44:068 (1,2,3) - maybe stack all of these? Nah
00:46:332 (1,2) - stack is offFixed
00:48:030 (7) - ^^ Fixed
00:55:247 (4,8) - NC Done
01:05:295 (7,8,9,10,11) - have some indication that this rhythm is different from 01:04:587 (1,2,3,4,5) Used NC, idk if this is good tho
01:07:841 (4,5,6,7,8,9,10) - very weird shape I like itVik_Vens's Insane00:05:578 (1,2,3) - weird flow
00:09:398 (4) - stack off-center
00:17:889 (1) - slider is not that pretty
00:22:417 (4) - ^^
00:31:474 (5,3) - maybe stack?
00:32:181 (4,2) - ^^
01:02:747 (1,1) - stack is off
01:03:879 (5,1) - ^^1112's Insane00:16:191 (2) - ctrl + g?
00:38:408 (1) - stack off-center
Main problems/things that bother me, is the flow on some difficulties. That is all.