community forum

Whispered - Upon My Honor

posted
Total Posts
43
show more
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.
Hobbes2
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.
Hobbes2
"spinnerbonus.mp3" should be a wav file since it's a hitsound. Call me back after that whenever you are a ready.
Hobbes2
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.
Hobbes2
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
Please sign in to reply.

New reply