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Whispered - Upon My Honor

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TheKingHenry
Hello mod from my queue
For Glory
  1. 00:06:553 (1,2,3,4,1) - stacks off
  2. 00:21:711 - for these timing points for these longer sounds I'd personally prefer if you used BPMs that line up for the next one, makes timing more structured and less random
  3. 00:41:289 (1) - seems to be off from the rest of the stacks (atleast how they moved when testing ¯\_(ツ)_/¯)
  4. 01:10:421 - time slow downs like this, definitely (even if you are just using spinners here) Timing actually feels kinda early already at 01:10:342 - so maybe it's off for longer time even, but for the actual slow down could be smth like 187 at 01:10:342 - (not accurate if you tune the timing before due the slight thing I mentioned earlier) then 162 at 01:11:625 - and finally smth at 01:13:106 - that lines up to the next in case you wanna implement that (not like you've done so far though). Also worth mentioning that these are only relevant for the bell sound thingys you captured with your spinners and not for the other chimeys in case you decide to map them as well
  5. 01:21:586 (1,2,1,2,3) - I think it'd be better to just have one combo in cases like these, not like having this short of combos is really necessary (or really desirable) most of the time (well, stuff like 01:20:937 (1,2,3,4,1,2,3,4) - is obviously legit though). For even more drastic example, NCs like 01:26:126 (1,2) - (which then is different from 01:31:153 (4,5) - which is totally fine)
  6. 01:36:505 (1,2,1,2,3,4) - considering the rhythms (guitar) and how you've been following them, I think best option would be to 4 circles + 2 kicksliders (so that the sliders are for those 2 guitar sounds, the first guitar sound being in the blue tick) Then you can either have only one combo for them or 2 combos one beat each
  7. 01:52:721 (1,2,3,4,5,6,1,2,3) - preferably to one combo as well. That way the NCings would actually fall on more logical places and it'd be something like phrase/combo, creating fairly solid structure NC-wise
  8. 02:43:964 (1,2,3) - I'd use some other idea for the first around for this, considering this looks fairly much like what you did with 1/4 in earlier section (see for example 01:34:072 (1,2,3) - ) That being said I see what idea this is following, similarly to some after this, so dunno
  9. 02:54:991 (1,2,1,2) - stack. Same with 03:08:288 (2,3) - ; seems like there are fairly many stacks off, keep your eyes open for them (I'll prob skip mentioning every single one I notice). Considering how much you use patterns that utilize stack (especially with sliders) it'd be really recommendable to have clean stacks overall
  10. 04:15:099 (1,2,1,2) - these sounds don't really differ in any meaningful way from the sounds before this, patterned in groups of four. Why not just here as well
  11. 05:19:640 (4,5) - okay no need to even test, pretty clear fucked up stack right here
  12. 06:05:694 - why ignoring so much guitar 1/4 early on this section? It's fairly tight on actual 1/4 as well, would make for fairly good solo stuff
  13. 06:32:288 (2,3,4,1,2,3,1,2,3) - definitely more sliders for this, player/listener/whatnot (atleast me) was going completely according to that 1/1 instrument, going with this backgrounding chime with more interesting rhythms is fine but it's hard to catch on. You can use more circles after the first time when it's more familiar
  14. That being said this "solo section" in the music though PogChamp
  15. 07:05:694 (1,2,3) - these should actually be 1/4
  16. 08:15:748 (4) - now just realized, it was probably the same with earlier similar sections, why are the strong snare sounds with the kicksliders
  17. 09:04:937 (1,2,3,4,5) - NCing kinda bothers me but with how the transition from 1/3 to 1/4 would go I guess this logic is fine here. That being said I think 1/3 could use little spacing for some emphasis and to differentiate it more from the 1/4 (it's not bad though)
Good luck!
Topic Starter
MrKosiej

TheKingHenry wrote:

Hello mod from my queue
For Glory
  1. 00:06:553 (1,2,3,4,1) - stacks off
  2. 00:21:711 - for these timing points for these longer sounds I'd personally prefer if you used BPMs that line up for the next one, makes timing more structured and less random
  3. 00:41:289 (1) - seems to be off from the rest of the stacks (atleast how they moved when testing ¯\_(ツ)_/¯)
  4. 01:10:421 - time slow downs like this, definitely (even if you are just using spinners here) Timing actually feels kinda early already at 01:10:342 - so maybe it's off for longer time even, but for the actual slow down could be smth like 187 at 01:10:342 - (not accurate if you tune the timing before due the slight thing I mentioned earlier) then 162 at 01:11:625 - and finally smth at 01:13:106 - that lines up to the next in case you wanna implement that (not like you've done so far though). Also worth mentioning that these are only relevant for the bell sound thingys you captured with your spinners and not for the other chimeys in case you decide to map them as well
  5. 01:21:586 (1,2,1,2,3) - I think it'd be better to just have one combo in cases like these, not like having this short of combos is really necessary (or really desirable) most of the time (well, stuff like 01:20:937 (1,2,3,4,1,2,3,4) - is obviously legit though). For even more drastic example, NCs like 01:26:126 (1,2) - (which then is different from 01:31:153 (4,5) - which is totally fine)
  6. 01:36:505 (1,2,1,2,3,4) - considering the rhythms (guitar) and how you've been following them, I think best option would be to 4 circles + 2 kicksliders (so that the sliders are for those 2 guitar sounds, the first guitar sound being in the blue tick) Then you can either have only one combo for them or 2 combos one beat each
  7. 01:52:721 (1,2,3,4,5,6,1,2,3) - preferably to one combo as well. That way the NCings would actually fall on more logical places and it'd be something like phrase/combo, creating fairly solid structure NC-wise
  8. 02:43:964 (1,2,3) - I'd use some other idea for the first around for this, considering this looks fairly much like what you did with 1/4 in earlier section (see for example 01:34:072 (1,2,3) - ) That being said I see what idea this is following, similarly to some after this, so dunno
  9. 02:54:991 (1,2,1,2) - stack. Same with 03:08:288 (2,3) - ; seems like there are fairly many stacks off, keep your eyes open for them (I'll prob skip mentioning every single one I notice). Considering how much you use patterns that utilize stack (especially with sliders) it'd be really recommendable to have clean stacks overall
  10. 04:15:099 (1,2,1,2) - these sounds don't really differ in any meaningful way from the sounds before this, patterned in groups of four. Why not just here as well
  11. 05:19:640 (4,5) - okay no need to even test, pretty clear fucked up stack right here
  12. 06:05:694 - why ignoring so much guitar 1/4 early on this section? It's fairly tight on actual 1/4 as well, would make for fairly good solo stuff
  13. 06:32:288 (2,3,4,1,2,3,1,2,3) - definitely more sliders for this, player/listener/whatnot (atleast me) was going completely according to that 1/1 instrument, going with this backgrounding chime with more interesting rhythms is fine but it's hard to catch on. You can use more circles after the first time when it's more familiar
  14. That being said this "solo section" in the music though PogChamp
  15. 07:05:694 (1,2,3) - these should actually be 1/4
  16. 08:15:748 (4) - now just realized, it was probably the same with earlier similar sections, why are the strong snare sounds with the kicksliders
  17. 09:04:937 (1,2,3,4,5) - NCing kinda bothers me but with how the transition from 1/3 to 1/4 would go I guess this logic is fine here. That being said I think 1/3 could use little spacing for some emphasis and to differentiate it more from the 1/4 (it's not bad though)
Good luck!
Yo, thanks for the mod. Useful stuff. Sorry i didnt replay earlier but my comp crashed while i was finishing the reply and i got mad lmao. Then i forgot. So here it is now.
Izzywing
hi!

My first main concern is that it feels underhitsounded in this opening part. Right in the beginning starting at 00:37:500 (1) - this section. Ignoring that this should probably be a finish, a lot of the pronounced sounds don't really get any accentuation. 00:39:237 (1) - for example should probably have some kind of whistle on it. You do it well in the following parts at least.

00:46:658 (2,1) - could probably use more spacing, the movement there feels pretty stop and go as it is
00:59:447 (1) - underwhelming spacing
01:29:370 (1) - hm, the clap on the red tick makes this feel kinda lame, you could do a 1/2 slider into two 1/4 circles. 09:17:694 (1) - also
01:57:099 (1) - I think this NC should be 01:57:261 (2) - here?
02:02:126 (4) - on that note, this should probably be two circles to match what you did for ^
03:03:018 - forgot to silence the tail
03:38:451 (1) - seems to me like this would fit this part better as a 3/4 slider + circle, matches what the player is doing for the previous few objects
03:47:207 (4) - considering the guitar a more interesting rhythm would probably be to have 03:47:370 - be clickable as a circle. this probably should apply to the previous section too wherever relevant
03:55:964 (1) - did you forget to silence the tails?
04:03:099 (1) - lack of movement here and 04:03:424 (1) - here both feel odd
04:20:937 (2) - this isnt snapped right, the guitar does this http://puu.sh/zMyNx/22a30c9851.jpg but thats kinda weird to map so try coming up with an alternative

I really like 05:43:964 (2,3,4,1), and its kinda odd because a lot of the other 1/3 patterning feels really lame (they just end up being slower streams) in the one solo earlier, you mapped the 1/3 with spaced triangles and that was also cool. I really think you have more room to do interesting patterning or movements with 1/3 stuff because since its just slower in general you have the freedom to put in bigger spacing or stream jumps or whatever.

06:09:261 (1) - would likely move this NC to 06:09:586 (3) - and remove the NC on 06:10:153 (1) -
06:15:018 - very mappable
07:24:829 (1,2,3) - any reason all these end on purple ticks and not blue ticks?
07:39:342 - silence
07:46:883 (1) - 1/4 slider here matches both 07:47:369 (7) - and 07:47:856 (5) -
09:08:612 (1,2,1,2,1,2) - nice

Really cool song! I like a lot of the ideas you used in the map but I think it could definitely use a few more mods. Consider what I said about the 1/3 feeling underwhelming in general, and I think you could call me back after a bit more work and we'll see from there. No promises, but this map certainly isn't bad or anything.
Topic Starter
MrKosiej

Hobbes2 wrote:

hi!

My first main concern is that it feels underhitsounded in this opening part. Right in the beginning starting at 00:37:500 (1) - this section. Ignoring that this should probably be a finish, a lot of the pronounced sounds don't really get any accentuation. 00:39:237 (1) - for example should probably have some kind of whistle on it. You do it well in the following parts at least.
Yes, you're very right. I added a lot more hitsounding to it now.

00:46:658 (2,1) - could probably use more spacing, the movement there feels pretty stop and go as it is. Well, i wanted it to be that way actually. 00:45:395 (2,3,4) - this part is basicly no movement, So is 00:46:658 (2,1) - this then. And the stream is nicely building up to the louder and more intense part. But maybe i'll consider changing it later.
00:59:447 (1) - underwhelming spacing Yes actually, the intensity goes up but spacing goes down. I'll fix it.
01:29:370 (1) - hm, the clap on the red tick makes this feel kinda lame, you could do a 1/2 slider into two 1/4 circles. 09:17:694 (1) - also done
01:57:099 (1) - I think this NC should be 01:57:261 (2) - here? Yes ofc, idk how i missed that
02:02:126 (4) - on that note, this should probably be two circles to match what you did for ^ Fixed
03:03:018 - forgot to silence the tail Fixed
03:38:451 (1) - seems to me like this would fit this part better as a 3/4 slider + circle, matches what the player is doing for the previous few objects I totally aggree
03:47:207 (4) - considering the guitar a more interesting rhythm would probably be to have 03:47:370 - be clickable as a circle. this probably should apply to the previous section too wherever relevant I'll have to deny that change because i don't hear any interesting guitar. I swapped circles for sliders where i heard guitar shred tho
03:55:964 (1) - did you forget to silence the tails? It was actually my idea to leave them unsilenced cuz i heard some drums on blue ticks.
But it's actually a slight sound on red, either as a tripple or just a single note, so i'll ignore it and silence every tail for the sake of playability and consistency.

04:03:099 (1) - lack of movement here and 04:03:424 (1) - here both feel odd I tried to avoid this problem cuz i didnt have a better solution but i'll have to do this i guess xd
04:20:937 (2) - this isnt snapped right, the guitar does this http://puu.sh/zMyNx/22a30c9851.jpg but thats kinda weird to map so try coming up with an alternative best i can do is https://osu.ppy.sh/ss/10527509 lol

I really like 05:43:964 (2,3,4,1), and its kinda odd because a lot of the other 1/3 patterning feels really lame (they just end up being slower streams) in the one solo earlier, you mapped the 1/3 with spaced triangles and that was also cool. I really think you have more room to do interesting patterning or movements with 1/3 stuff because since its just slower in general you have the freedom to put in bigger spacing or stream jumps or whatever. Yes,
that's a good idea. I actually wanted to make more interesting 1/3 patterns but i didn't want to make the overwhelming, or too hard to hit. I'll make more tho.


06:09:261 (1) - would likely move this NC to 06:09:586 (3) - and remove the NC on 06:10:153 (1) - Done
06:15:018 - very mappable k den
07:24:829 (1,2,3) - any reason all these end on purple ticks and not blue ticks? 07:23:531 (1) - end on purple (there's sound). So, i kept the consistency and 1/3 snap. Maybe it could be on blue, but it's fine on purple and it'd be a lot of work to correct everything. I'd have to move green lines aswell.
07:39:342 - silence indeed
07:46:883 (1) - 1/4 slider here matches both 07:47:369 (7) - and 07:47:856 (5) - Basicly i made the first stream too long xd
09:08:612 (1,2,1,2,1,2) - nice x)

Really cool song! I like a lot of the ideas you used in the map but I think it could definitely use a few more mods. Consider what I said about the 1/3 feeling underwhelming in general, and I think you could call me back after a bit more work and we'll see from there. No promises, but this map certainly isn't bad or anything.
That's a beast mod. Actually everything was helpful. Even if i marked it red, cuz it made me notice other things. Thanks you very very very much. Love ya. And i will call you back after i improve this map :P
hohol454
M4M from your queue, you didn't specify who mods first so I took my time

00:35:921 (4,5,6,1) - could make this stream same angle as 00:35:605 (3) -
01:07:184 (1,2,1,2) - ctrl G for each 1-2 seems better, or make the pattern decrease in spacing like you did on 01:09:710 (1,2,1,2,1) -
01:26:289 (1,2) - would look better if 2 was just a ctrl+G of 1 instead of ctrl+J
01:31:397 (2) - is overmapped, you could split the stream into a triple and a 7 note stream
01:47:532 (1,2,1,2,1,2) - big fan of this
02:44:613 (1,2,3,4) - these look a bit boring, I would prefer if they wiggled slightly to make them more interesting. Not enough to effect gameplay ofc http://puu.sh/zNa9l/0bf7d69b21.PNG
02:52:397 (1,2,3,4,5,6,1,2,3,1,2,3,1) - also a fan
03:39:748 (7,8,9,10,11,12) - could replace 7,8,9 with a slider with that would overlap or something with 03:39:099 (5) -
03:44:937 (1,2,3) - these feel much better to me with smaller spacing and more compact patterns honestly, same problem with 03:50:127 (1,2,3) - , 03:55:316 (1,2,3) - and few others
04:19:964 (1,2,3,1,2,1,2) - some SV changes to make it more dynamic?
04:21:910 (1,2,1,2) - pls 1/3 jumpstreams with not too big spacing or this http://puu.sh/zNazl/432851deb2.PNG
07:03:519 (9) - shouldn't the big spacing start here?
07:04:206 (2,3) - these are actually 1/6 triples + 1/6 single. could be made into a playable pattern with some effort, sound a bit weird as it is
07:54:991 (2,3) - make 2 into 1/2 slider and put a circle before 3
09:30:829 (3,4,1) - could put a spacing change here

good song and map, gl with it
https://osu.ppy.sh/b/1414773&m=0 my map
Topic Starter
MrKosiej

hohol454 wrote:

M4M from your queue, you didn't specify who mods first so I took my time
I actually wanted to mod your map a while ago but forgot xd. Your mod reminded me so i'll do it this week no probs.

00:35:921 (4,5,6,1) - could make this stream same angle as 00:35:605 (3) - Yes, good idea
01:07:184 (1,2,1,2) - ctrl G for each 1-2 seems better, or make the pattern decrease in spacing like you did on 01:09:710 (1,2,1,2,1) - I won't do ctrl g cuz consistency and decreasing spacing qould cause a lot of problems. I think its enough that i deacreased spacing in 01:07:500 (1,2) - and 01:07:342 (2,1) - is a good ephasize on the second downbeat. Its the more intense part of those two so i think its fine.
01:26:289 (1,2) - would look better if 2 was just a ctrl+G of 1 instead of ctrl+J Well, preference i guess but i did sth similar here 01:36:667 (1,2) - which looks totally fine to me. And with ctrl j the map doesnt seem too "boxed" Like, it has less harp angles. And i like it that way. I kept boxed style in some cases, but just as a compliment, so its not too much
01:31:397 (2) - is overmapped, you could split the stream into a triple and a 7 note stream It actually is overmapped, ill change it. Fixed in the second part aswell
01:47:532 (1,2,1,2,1,2) - big fan of this x)
02:44:613 (1,2,3,4) - these look a bit boring, I would prefer if they wiggled slightly to make them more interesting. Not enough to effect gameplay ofc http://puu.sh/zNa9l/0bf7d69b21.PNG Yes, that's part of 1/3 section i'm gonna build again.
02:52:397 (1,2,3,4,5,6,1,2,3,1,2,3,1) - also a fan x)
03:39:748 (7,8,9,10,11,12) - could replace 7,8,9 with a slider with that would overlap or something with 03:39:099 (5) - Fixed
03:44:937 (1,2,3) - these feel much better to me with smaller spacing and more compact patterns honestly, same problem with 03:50:127 (1,2,3) - , 03:55:316 (1,2,3) - and few others Yeah maybe, but maybe not. I'm not changing this now tho.
04:19:964 (1,2,3,1,2,1,2) - some SV changes to make it more dynamic? sure
04:21:910 (1,2,1,2) - pls 1/3 jumpstreams with not too big spacing or this http://puu.sh/zNazl/432851deb2.PNG Yeah i remade it with sth interesting. Not a stream tho cuz confusing
07:03:519 (9) - shouldn't the big spacing start here? no, cuz the pitch is still going up. And starts falling on the downbeat.
07:04:206 (2,3) - these are actually 1/6 triples + 1/6 single. could be made into a playable pattern with some effort, sound a bit weird as it is It's the best i came up with. You hgave no idea how much time and tries it took me to figure out a decent idea to make it playable XD. So,
if i'll make sth better, fine, but for now, i'm leaving it as it is cuz its the best of my ideas.

07:54:991 (2,3) - make 2 into 1/2 slider and put a circle before 3 Well, i guess. To keep the consistency with next similar parts. But it wasn't that visible here. So it's a change, but not a change i wanted to make really.
09:30:829 (3,4,1) - could put a spacing change here no cuz no pitch change on guitar

good song and map, gl with it thank
https://osu.ppy.sh/b/1414773&m=0 my map
Sieg
yo

General:
  1. Unused hitsounds: normal-hitfinish2.wav probably should double check this and delete if this one unused.
For Glory:
  1. 00:00:238 (1) - sliderticks here can be silenced for better music representation, either on the whole set or just on really long sliders+quiet music spots
  2. 00:00:238 (1) - aesthetically, imo you can try to disconnect inner part a bit http://puu.sh/zQ2hn/632711c3e1.jpg
  3. 00:03:080 (2) - great idea, to disconnect this from pattern due to music but consider to make contrast greater here to increase this "disconnection", increasing spacing can be as one of possible solutions http://puu.sh/zQ2mq/95ca7c5682.jpg
  4. 00:05:606 (2) - ^ this applies also for similar things in this part // 00:07:816 (1,2) - 00:18:238 (2) -
  5. 00:06:396 (2,1) - DS here gives kind of negative emphasizing on strong 00:06:553 (1) , while it should definitely be more than 00:05:922 (1,2,1,2) - inside this pattern
  6. 00:09:238 (1,2) - ^ same applies here
  7. 00:11:448 (2) - got idea about increasing ds according to increasing music power, tho according to music this better be gradually from 00:10:974 (1) http://puu.sh/zQ2zw/6fcfb0b200.jpg
  8. 00:21:711 (1,1) - see 00:00:238 (1)
  9. 00:28:184 (5,1) - since this is stronger transfer than in parts like 00:30:552 (3,4) - I think you should consider to differ them to make contrast better, for example increasing DS here can help
  10. 00:29:131 (1,2) - ^same for this transfer //00:33:237 (5,1)
  11. 01:26:289 (1,2,1,2) - aesthetics, well from time to time you tend to make overlapped or cramped stuff like this, but I'll leave my bias anyway. Since it will be just bias feel free to ignore if you think your lines\style fits better on spots - http://puu.sh/zQ6BJ/1101f3fde1.jpg
  12. 01:30:343 (3,1) - transfer here should be more contrasted to 01:29:856 (4,1,2,3) - according to music, consider to increase DS or stack them - both variants will achieve this tho DS is preferred
  13. 01:30:505 (1) - consider to make this one some-kind of 2-red dots slider to make more wiggle kind of movement, will be great support for background riff http://puu.sh/zQ6N3/2513425d0b.jpg
  14. 01:41:532 (2,1,2,1,2) - they are quite unstructured. tho I don't see any purpose for that here, maybe some kind of 2-2-1 smooth movement http://puu.sh/zQ6TO/8ccafd7b16.jpg or something less chaotic and more interactive http://puu.sh/zQ6Xj/19ea08191f.jpg 01:41:532 (2,2) - 01:42:018 (1,2) - will help
  15. 01:54:504 (6,1) - should be similar to 01:53:207 (6,1) - 01:55:802 (6,1) - since pmuch the same patterns\music
  16. 01:59:693 (6,1) - ^
  17. 01:57:424 (2,3) - consider to back-forth here instead and swap 3-4 it's more natural play movement for thing like 01:57:261 (1,2,3) - and keeps more contrast for 01:57:748 (4,1) - since angle change is bigger there
  18. 02:02:613 (2) - should this one be similar to 01:57:424 (2) -
  19. 02:05:694 (1,2) - consider to make smooth flow 1-2 here instead, because there is no any significant change in music between worth of such flow breaking
  20. 02:10:883 (1,2) - ^ similar, since guitar goes straight for 1-2-3-4 length I don't see a reason to break flow here
  21. 02:23:856 (1) - aesthetics, fee like this one is off from any pattering here, while 02:16:072 (1,2,1,2,1,2,1,2,3) - this stuff is great with symmetry and interaction, this single one not really interacting much with anything. you can try something more 02:24:505 (5) - oriented e.g. http://puu.sh/zQ7x7/9e27fc6211.jpg
  22. 03:38:451 (1) - consider to rearrange 03:36:505 (1,1,1) - to make fit in 03:38:451 (1) - because it makes more sense according to pattering\music here
  23. 03:54:667 (1,2,3,1,2) - already mentioned something similar about how this kind of patterns are disconnected and cramped I believe that something more interacting or simply not as cramped can improve overall perception here e.g. http://puu.sh/zQDgP/c74cfc72e0.jpg
  24. 04:20:613 (1) - making 04:20:856 as playable object will reflect music here better because of strong emphasis on mentioned beat
  25. 04:47:532 (1,2,1,2) - consider to make ds here a bit bigger for better riff representation
  26. 04:54:019 (1,2,1,2) - ^ also // 04:59:208 (1,2,1,2) -
  27. 05:16:234 (7,1) - consider to increase spacing here, at least to the amount you use in similar spots 05:18:829 (6,1) - 05:21:424 (7,1) - for better transer to strong beat representation
  28. 07:00:180 (1) - aesthetics, since this is symmetric based slider it would be better for overall perception to put it not "almost on y" but on y to emphasize symmetry
  29. 07:00:180 (1,2) - about hitsounding in this part, sliderslide can be toned down, it's kind of noisy atm
  30. 07:23:531 (1) - end on 1\4?
nice map, gl
Topic Starter
MrKosiej

Sieg wrote:

yo

General:
  1. Unused hitsounds: normal-hitfinish2.wav probably should double check this and delete if this one unused.
yeah i don't think its used so deleted

For Glory:
  1. 00:00:238 (1) - sliderticks here can be silenced for better music representation, either on the whole set or just on really long sliders+quiet music spots whoa, didn't think of that. Gonna do it.
  2. 00:00:238 (1) - aesthetically, imo you can try to disconnect inner part a bit http://puu.sh/zQ2hn/632711c3e1.jpg well i guess
  3. 00:03:080 (2) - great idea, to disconnect this from pattern due to music but consider to make contrast greater here to increase this "disconnection", increasing spacing can be as one of possible solutions http://puu.sh/zQ2mq/95ca7c5682.jpg i moved it but in other direction
  4. 00:05:606 (2) - ^ this applies also for similar things in this part // 00:07:816 (1,2) - 00:18:238 (2) - same
  5. 00:06:396 (2,1) - DS here gives kind of negative emphasizing on strong 00:06:553 (1) , while it should definitely be more than 00:05:922 (1,2,1,2) - inside this pattern yeah i'll look into the intro later and try to fix spacing issues.
  6. 00:09:238 (1,2) - ^ same applies here same
  7. 00:11:448 (2) - got idea about increasing ds according to increasing music power, tho according to music this better be gradually from 00:10:974 (1) http://puu.sh/zQ2zw/6fcfb0b200.jpg i know what you mean, but idk if i can make this without remapping whole section. I'll think about it.
  8. 00:21:711 (1,1) - see 00:00:238 (1) already fixed if its about sliderticks. If spacing, then no change
  9. 00:28:184 (5,1) - since this is stronger transfer than in parts like 00:30:552 (3,4) - I think you should consider to differ them to make contrast better, for example increasing DS here can help I might change it
  10. 00:29:131 (1,2) - ^same for this transfer //00:33:237 (5,1) tho i need to think about it
  11. 01:26:289 (1,2,1,2) - aesthetics, well from time to time you tend to make overlapped or cramped stuff like this, but I'll leave my bias anyway. Since it will be just bias feel free to ignore if you think your lines\style fits better on spots - http://puu.sh/zQ6BJ/1101f3fde1.jpg Yeah, i really like what i did aetheticly. So no change here.
  12. 01:30:343 (3,1) - transfer here should be more contrasted to 01:29:856 (4,1,2,3) - according to music, consider to increase DS or stack them - both variants will achieve this tho DS is preferred fix in other way i think
  13. 01:30:505 (1) - consider to make this one some-kind of 2-red dots slider to make more wiggle kind of movement, will be great support for background riff http://puu.sh/zQ6N3/2513425d0b.jpg changed to 2 red dots
  14. 01:41:532 (2,1,2,1,2) - they are quite unstructured. tho I don't see any purpose for that here, maybe some kind of 2-2-1 smooth movement http://puu.sh/zQ6TO/8ccafd7b16.jpg or something less chaotic and more interactive http://puu.sh/zQ6Xj/19ea08191f.jpg 01:41:532 (2,2) - 01:42:018 (1,2) - will help changed
  15. 01:54:504 (6,1) - should be similar to 01:53:207 (6,1) - 01:55:802 (6,1) - since pmuch the same patterns\music yes
  16. 01:59:693 (6,1) - ^ yes
  17. 01:57:424 (2,3) - consider to back-forth here instead and swap 3-4 it's more natural play movement for thing like 01:57:261 (1,2,3) - and keeps more contrast for 01:57:748 (4,1) - since angle change is bigger there 01:57:586 (3,4) - ctrl g
  18. 02:02:613 (2) - should this one be similar to 01:57:424 (2) - No, cuz in the second one there's sound on blue tick. In the first, there's not. But i did ctrl g and slight spacing changes
  19. 02:05:694 (1,2) - consider to make smooth flow 1-2 here instead, because there is no any significant change in music between worth of such flow breaking i remade those like 5 times already, everytime it looks like trash lol. I'll make a normal slider with a cut i guess
  20. 02:10:883 (1,2) - ^ similar, since guitar goes straight for 1-2-3-4 length I don't see a reason to break flow here same
  21. 02:23:856 (1) - aesthetics, fee like this one is off from any pattering here, while 02:16:072 (1,2,1,2,1,2,1,2,3) - this stuff is great with symmetry and interaction, this single one not really interacting much with anything. you can try something more 02:24:505 (5) - oriented e.g. http://puu.sh/zQ7x7/9e27fc6211.jpg i think it looks nice. The lower part of the slider is parallel to 02:23:207 (3,4) - + pointing at 02:23:694 (6) - and the higher part is parallel to 02:24:505 (5) - which make a nice follow up with the next slider. And i dont want to make it like you suggested cuz a straight slider would look meh.
  22. 03:38:451 (1) - consider to rearrange 03:36:505 (1,1,1) - to make fit in 03:38:451 (1) - because it makes more sense according to pattering\music here yes
  23. 03:54:667 (1,2,3,1,2) - already mentioned something similar about how this kind of patterns are disconnected and cramped I believe that something more interacting or simply not as cramped can improve overall perception here e.g. http://puu.sh/zQDgP/c74cfc72e0.jpg i corrected it
  24. 04:20:613 (1) - making 04:20:856 as playable object will reflect music here better because of strong emphasis on mentioned beat fixed
  25. 04:47:532 (1,2,1,2) - consider to make ds here a bit bigger for better riff representation I considered it but i'm leaving it as it is. There's already a visible change in the stream and making the ds bigger would cause problems. It's not that fast music part. So i'll leave it since still want to represent the riff but also make everything consistent and playable.
  26. 04:54:019 (1,2,1,2) - ^ also // 04:59:208 (1,2,1,2) - same
  27. 05:16:234 (7,1) - consider to increase spacing here, at least to the amount you use in similar spots 05:18:829 (6,1) - 05:21:424 (7,1) - for better transer to strong beat representation fixed i guess
  28. 07:00:180 (1) - aesthetics, since this is symmetric based slider it would be better for overall perception to put it not "almost on y" but on y to emphasize symmetry I think you want me to tilt those two sliders so the connected part is straight up, but imo it's better this way. I like it tilted in this 45 degrees angle
  29. 07:00:180 (1,2) - about hitsounding in this part, sliderslide can be toned down, it's kind of noisy atm already fixed with your slidertick advice before
  30. 07:23:531 (1) - end on 1\4? No. I mean, i clerealy hear 1/3 on this section and sound being right on 07:24:072 - But if somebody else points this, i might change it.
nice map, gl
Much thanks
BOUYAAA
Things i mention apply to several places but should be easy to figure out

Green/White combo colors are rly unfitting with your background

00:07:816 (1,2) –objects that are too close or barely touching usually don’t look good, you should probably increase it a little bit more. Kepping a similar visual spacing between objects close in the timeline helps your map breathe a bit and avoids clutter. Happens all over the diff : 00:10:659 (2,2) - compared to 00:10:659 (2,1) -,
01:26:289 (1,2) - stack doesn't really look good in this case as the sliderend barely touches the sliderhead of the next object (also angles are kind of awkward relative to each other). https://puu.sh/zU61n/a7b553d2c5.jpg here an example on how to avoid that
03:07:964 (1,2,3) - relative to 03:05:370 (1,2) -
etc etc.

00:13:501 (1,2,1,2) - looks better if you keep some kind of symmetry between the 2 sides of the pattern : https://puu.sh/zU5JD/32cd541a0c.jpg

01:26:126 (1,2) - small ncs like this one are kind of useless. In this example they do not stand out enough to be justified, be it in gameplay or the music. It could easily be grouped with the green combo.
Other random example : 04:15:099 (1,2,1,2) -

02:05:694 (1) - if you wanna emphasize the high pitched guitar sounds it could be a good idea to extend this slider and fuse it with this circle 02:05:856 (2) - . Resulting rythm would be : https://puu.sh/zU6eu/541356f20d.jpg

02:16:072 (1,2,1,2) - https://puu.sh/zU6mx/ba5573434e.jpg would look better than the current weird offset you have

03:30:343 (3) - stack

04:20:613 (1,2,3) - Very confusing rythm here. I'd probably map the second 1/3 note passive with somethign like this : http://puu.sh/zU77P/1d7d6d5d6b.jpg

07:05:694 (1,2,3) - whatever this follows, it isn't audible enough to justify the 1/4 repeats

07:49:315 (2,1) - really awkward how some of your strong beats are represented with such little spacing sometimes. this is way stronger than anyhting in your buildup and should therefore be mapped accordingly. 07:59:693 (2,1) - fits much more
Topic Starter
MrKosiej

BOUYAAA wrote:

Things i mention apply to several places but should be easy to figure out perhaps

Green/White combo colors are rly unfitting with your background Fixed a bit i guess. Darkened the green and white. Still leaving them cuz there are some colors in the bg like that.

00:07:816 (1,2) –objects that are too close or barely touching usually don’t look good, you should probably increase it a little bit more. Kepping a similar visual spacing between objects close in the timeline helps your map breathe a bit and avoids clutter. Happens all over the diff : 00:10:659 (2,2) - compared to 00:10:659 (2,1) -,
01:26:289 (1,2) - stack doesn't really look good in this case as the sliderend barely touches the sliderhead you're linking and talking about 2 different things. Fixed the minor shift in the 01:26:613 (1,2) - but leaving the sliders unchanged cuz i fukin love them of the next object (also angles are kind of awkward relative to each other). https://puu.sh/zU61n/a7b553d2c5.jpg <- I actually really dislike that solution here an example on how to avoid that
03:07:964 (1,2,3) - relative to 03:05:370 (1,2) -
etc etc.
This is basicly, aesthetical preference. I did a lot of things in this map how i like them. And everytime i see another propositions on how to solve this "problem" my map looks much worse. That's why i'm denying almost all of those appearance/ aesthetical things. It's just looking better to me the way i did it. Btw, yes, there is some "clutter" in this map. But it's intentional.

00:13:501 (1,2,1,2) - looks better if you keep some kind of symmetry between the 2 sides of the pattern : https://puu.sh/zU5JD/32cd541a0c.jpg Yeah.

01:26:126 (1,2) - small ncs like this one are kind of useless. In this example they do not stand out enough to be justified, be it in gameplay or the music. It could easily be grouped with the green combo.
Other random example : 04:15:099 (1,2,1,2) - Yes i guess

02:05:694 (1) - if you wanna emphasize the high pitched guitar sounds it could be a good idea to extend this slider and fuse it with this circle 02:05:856 (2) - . Resulting rythm would be : https://puu.sh/zU6eu/541356f20d.jpg nice idea, i'll try to make it real

02:16:072 (1,2,1,2) - https://puu.sh/zU6mx/ba5573434e.jpg would look better than the current weird offset you have i can agree with that

03:30:343 (3) - stack : ok_hand :

04:20:613 (1,2,3) - Very confusing rythm here. I'd probably map the second 1/3 note passive with somethign like this : http://puu.sh/zU77P/1d7d6d5d6b.jpg i actually was like this before sieg mod. I guess i can come back to what it was.

07:05:694 (1,2,3) - whatever this follows, it isn't audible enough to justify the 1/4 repeats It is, anything else i'd put there wouldn't make much sense. I can decrease volume tho.

07:49:315 (2,1) - really awkward how some of your strong beats are represented with such little spacing sometimes. this is way stronger than anyhting in your buildup and should therefore be mapped accordingly. 07:59:693 (2,1) - fits much more Yeah
Thanks a lot for the mod.
Izzywing
Okay, gave it a quick recheck, here are some thoughts -

stuff like 00:29:131 (1,2) - is pretty weak cause the SV doesn't match the distance spacing. So after moving through the slider you're kinda just staying in the same spot, doesn't really make much sense from a gameplay perspective. Similar sorta deal happens 00:34:184 (1,2) (less of an issue, but it still makes the movement kinda weird),00:39:237 (1,2) - etc. Compare these with 00:44:289 (1,2) - which plays much better
^I won't point out of all of these but you should go through and make sure you're satisfied with that kinda thing, not sure why I didn't point it out last time.

01:45:343 (6,1) - should be more spaced right? like 01:44:045 (6,1) -
03:38:451 (1,2) - this seems kinda extreme lol
04:10:559 (2,3,4) - should be careful with slider leniency, this is actually pretty frustrating to land because it abuses slider leniency so hard
06:23:694 - think you forgot to map this

I think you're getting there, focus on those weird SV vs. DS decisions and the patterns that abuse slider leniency rly hard (it kinda happens throughout in a few spots)
Topic Starter
MrKosiej

Hobbes2 wrote:

Okay, gave it a quick recheck, here are some thoughts -

stuff like 00:29:131 (1,2) - is pretty weak cause the SV doesn't match the distance spacing. So after moving through the slider you're kinda just staying in the same spot, doesn't really make much sense from a gameplay perspective. Similar sorta deal happens 00:34:184 (1,2) (less of an issue, but it still makes the movement kinda weird),00:39:237 (1,2) - etc. Compare these with 00:44:289 (1,2) - which plays much better
^I won't point out of all of these but you should go through and make sure you're satisfied with that kinda thing, not sure why I didn't point it out last time.

Ok, my comment about "weird" sv changes. 00:29:131 - vs 00:44:289 (1,2) - notice how the song is variable in those two places. In the first one, we have a calm stop right after the sv, pitch goes down as well as the intensity. Change which is represented by a smaller ds, in the second example there is a cressendo of some sort, a rising intensity which i represented accordingly, by a bigger spacing. Biggest at 00:45:079 - ofc. About 00:34:184 (1,2) - it is a less of an issue for you because it is right in the middle of previous examples. Not a complete stop, but not a climax. So yeah, a good point but you didn't keep in mind every possibilty of why i did what i did. So yeah, i'm satisfied with it. More than i would be if i changes it to what you have in mind. (I'm still gonna take a closer look and maybe fix sth)

01:45:343 (6,1) - should be more spaced right? like 01:44:045 (6,1) - It should've been. Idk why it's not. Prolly misplaced when selected. Fixed now.
03:38:451 (1,2) - this seems kinda extreme lol You're right, it doesn't fit to the pattern. I'll remake it.
04:10:559 (2,3,4) - should be careful with slider leniency, this is actually pretty frustrating to land because it abuses slider leniency so hard Yeah maybe, i reworked the pattern so the distance is smaller.
06:23:694 - think you forgot to map this I indeed forgot. I was remapping this part late at night lol, kinda missed it. Added third slider.

I think you're getting there, focus on those weird SV vs. DS decisions and the patterns that abuse slider leniency rly hard (it kinda happens throughout in a few spots)
I got a star. Whoa. That's the furthest i ever got. I'm gonna run through this map in search for more overly slider leniecy abusive patterns and change them. Maybe fix some minor stuff i find along the way.
Izzywing
"spinnerbonus.mp3" should be a wav file since it's a hitsound. Call me back after that whenever you are a ready.
Izzywing
Let's give it a shot.
zev
uwu
Sieg
uhm, missed this one?

00:57:079 (1,2,3,4) - Isn't this is technically 1\6 with switch to 1\4 on 00:57:395 (5,6,7,8)
Topic Starter
MrKosiej

Sieg wrote:

uhm, missed this one?

00:57:079 (1,2,3,4) - Isn't this is technically 1\6 with switch to 1\4 on 00:57:395 (5,6,7,8)
MrKosiej: ok, so 00:57:079 (1,2,3,4,5,6,7,8) - this whole thing is a glissando, i did consider making a 1/6, 1/8 even but it would destroy the playability cuz nothing is the song uses that fast beatsnap divisor (i actually did that in other map and its trash, ill remake it with what i did here). I went for 1/4 cuz its consistent, playable and i kept is as a stream since well, its glissando going down hence the ds is decreasing.
Izzywing
I don't think what you have is too bad. It would probably be better to be accurate and snap it as 1/6 with like a repeat slider, but I didn't point this out because I figured the 1/4 was fine as a simplification.
Sieg
pmuch the same I told him on irc, can work as gameplay simplification
Sieg
nomnom
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