This map has been deleted on the request of its creator. It is no longer available.
Thanks for the mod :Usullywally wrote:
#modreqs
Modding cuz was boredTranscendental
Hitsound? Hitsounds are coming eventually
Disable Countdown, and check AImod
- 00:04:900 (1,1,1) - Just aesthetic reason, but it would be better if you use a less sharp (straight) slider, to express the calmness of the song probably gonna be making changes to the slow sliders anyways, will take this into account
- 00:24:100 (1,1,1) - it would be better if this have a circular flow, I'd say 00:24:600 (1) - ctrl+g, and 00:25:000 (1,2) - and swap this both Doesn't feel any better to me
- 00:26:500 (1,2,3) - I don't think this sv change is even necessary And it also doesn't really impact gameplay at all so no real reason to change it either
- 00:27:100 (4,5,6) - I beg someone read this as a normal 1/6, instead of 2/6, maybe NC all of them to show the player there's a significant change on the rhythm Doesn't feel challenging to read at all. maybe if someone else calls it out
- 00:39:400 (5,1,2) - ? The reversing movement is weird on this part, imo. Sure there's NC, but it's still weird for me meant to represent the kick sound that you hear on every white tick, reversing it means that it's farther away than it would normally be
- 00:47:700 (4) - make this 2/6 instead? Did this because there's a strong sound on 00:48:000 (5) - that isn't present on 00:43:200 - and i needed more space to express that
- 00:50:200 (5,1,2) - it confuses me when in some of the pattern it follow a circular flow, while in the other it goes against the flow, with this one going against the flow, like 00:39:400 (5,1,2) think of 00:50:200 (5) - like a bridge to 00:50:500 (1,2) - , which you can treat as a downward moving pattern of sliders
- 00:58:600 (5,1) - Make this symmetrical? Don't understand what you mean
- 01:08:800 (2,5) - stacking issue Fixed
- 01:19:000 (10) - ctrl+g ? 01:18:700 (9) - is away from 01:18:400 (8) - because of the strong sound on 01:18:700 - , 01:18:400 (8,9) - are close because that sound is not present on 01:19:000 -
- 01:30:400 (9,13) - NC? Nah
I must say I really like this map
Ultima Fox wrote:
Hey, from osumapping discord!
First of all, you can add Hyperwave Records to the tags because thats who released it
https://bossfightmusic.bandcamp.com/track/elevatia (under the "send as gift" link) K
[Transcendental]
00:00:100 (1) - I think you should reduce the volume here a lot, because (at least on my skin) the very loud sliderslide noise takes away from the calm atmosphere of the song and map Proper hitsounding is coming soon™
00:04:900 (1) - Make these red ticks even by putting them on the slider ticks so the slider looks a little better Gonna be redoing the sliders there soon
00:07:300 (1,1) - I think I see what you were going for here, but I think its a little off ^^
00:27:700 (1,2,3,4,5,6) - Stacking all of these makes it play kind of awkwardly and also look a little weird, perhaps make is so that the 2nd note on each part leads into the next one, like this Looks fine to me, and having the notes in little stacks of two adds emphasis to the first note of each stack, which matches up with the sounds they're expressing
00:29:800 (1) - This also looks unintentionally uneven, and I think it would look better with equal on both sides (in this case, the slidertick doesnt indicate the middle because it goes for 1 5/6 beats.) Wasn't trying to make it even in the first place, but i might consider it once i get around to fixing the sliders in the beginning
00:35:800 (4) - I think you should make the downbeat clickable because it has a pretty prominent sound Doesn't feel necessary to me
00:51:400 (5,3) - Noticeably not stacked Now noticeably stacked
01:06:900 (6) - This SV decrease is pretty sudden and players would probably not be able to react to it without some indication, so I suggest you remove it or so something to make it readable Doesn't feel challenging to read at all to me, maybe if someone else calls it out i'll make a change NCd it for now
01:12:000 (7) - I understand the 4-5-6-7 pattern is even, but the weird overlap from 7 makes it look messy, imo i think you should stack with 1 but thats just me Fixed
01:16:900 (1) - Another stack that isnt quite... stacked (just has to be adjusted a little bit) fixt
01:17:500 (2,3,4) - This pattern isn't too player friendly, because it requires a lot of acceleration and deceleration in the same direction with different spacing. I think you should make the pattern more angled (either with 2 or 3 and 4) to fix that It doesn't play as poorly as normal linear jumps since all the jumps in these section have slight pauses between them, so they aren't just a constant flow of spaced notes, it plays more in "sections", additionally the playtesters i've asked have said that it doesn't play much different from the other, less linear jumps
01:18:000 (5,6,7,8,9,10) -No NC here?It seems you abandoned the half measure NCs and changed to full measure NCs here. I think you should pick one or the other to be more consistent, because the two sections of the kiai are almost identical. Will likely make some fixes to NCing soon
01:20:800 (8,9) - Same thing I mentioned before about players not being able to react (goes for all the rest, i think you should go through and see which ones you think should be fixed/not fixed) Again, both i and my playststers think that these play just fine, the SV changes aren't drastic enough to impact gameplay in a significant way, and the map already plays around with SV a considerable amount, so it is to be expected
01:22:800 (5,6,7) - Also same thing about the linear patterns being awkward for players
01:30:400 (9,10,11,12) - The spacing between the 11 and 12 is really large compared to the rest of the stream, which can also really throw players off. Even though this isn't a normal or easy difficulty, time-distance equality still applies, just on a more lenient scale, and this situation is one where it does. All of them being equally spaced in time and equally far away from each other in a stream makes 12 almost impossible to read, so i think it should be changed. made the jump smaller
That's all from me, hope this helped!~
osu! Ranking Criteria wrote:
- Avoid overlapping circles, slider heads, and slider tails. These can be confusing for new players. 1/2 overlaps due to distance snapping are an exception.
Celektus wrote:
[ -Jordan-'s Insane]
- a few of your NCs are unnecessary and take away emphasis, mostly only ones that don't start on new instruments/sounds, but rather try to hint at SV changes like
box full of unnecessary NCs or NC suggestionsonly reply to ones you think are bad
remove 00:20:200 (1) - 00:22:600 (1) - 00:25:000 (1,1) - 00:22:600 (1) - new pattern
would NC this one 00:26:500 (3) - and remove on 00:26:700 (2) - and 00:27:100 (4) - to express the downbeat and the different instrument.
More to remove 00:28:300 (1) - 00:29:800 (1) - 00:32:200 (1,1) - 00:34:600 (1) - . different repeated pattern its just not a 1/4 stack
In this whole sections you're almost always NCing after every half of a measure I don't think that adds anything to the map besides shorter than necessary combos and less emphasis on downbeats.
Using a NC one every repetition here would actually express the build up better 00:52:900 - aka can stay as it is good job.
I'm too lazy to point out every NC in the kiai to fix and you should probably get what I mean.- 00:57:400 (2,1) - the jump into the drop should be bigger than the low intensity trap flams m8 (these you know 00:57:100 (1,2) - ) CTRL + G here 00:57:700 (1) - would be cool imo did something else big jump
- 01:15:000 (1) - players can kinda cheese that one too much same here 01:19:300 (1) - 01:21:700 (1) - 01:24:100 (1) - 01:28:000 (1) - 01:34:200 (1) - its supposed to act fast as its higher sv but im not concerned about players actually moving thru them because they arent really that fast, theyre really just supposed to be kinda visual.
- 01:18:400 (1) - would suggest higher SV for that one to compensate for the shape playing slow because of leniency ok changed 01:28:000 (4) - sv too
2017-12-08 17:43 Battle: do u wanna do ur lesson while im still awake
2017-12-08 17:44 Smolboi: i've not really been able to get anything done, way too busy
2017-12-08 17:44 Battle: ah
2017-12-08 17:44 Battle: is there anything u want looked at
2017-12-08 17:44 Smolboi: the hard is finished tho
2017-12-08 17:44 Battle: or anything u wanna like
2017-12-08 17:44 Battle: go over
2017-12-08 17:44 Battle: so the hard or na
2017-12-08 17:45 Smolboi: i do have a wallmod from celektus
2017-12-08 17:45 Battle: mm
2017-12-08 17:45 Battle: so is that a yes
2017-12-08 17:45 Smolboi: ye sure
2017-12-08 17:46 Battle: mk
2017-12-08 17:46 Smolboi: so he said that across all the diffs there was a problem with playfield usage
2017-12-08 17:47 Battle: ye you're pretty center focused
2017-12-08 17:47 Smolboi: that was more or less intentional with the top diff tbh
2017-12-08 17:48 Smolboi: just because of how i made the flow work in that
2017-12-08 17:48 Smolboi: i did alot of the jumps in the opposite direction of slider flow
2017-12-08 17:48 Battle: i mean u could still have flow with using more of the playfield
2017-12-08 17:49 Battle: tbh this is an awkward song to give advice on since it's glitch hop lol
2017-12-08 17:49 Battle: for the hard tho makes sure you go around and fix and stacking issues cuz stuff like 00:19:000 (2,3) - end up looking awk (it's not only those notes but u get the idea)
2017-12-08 17:50 Battle: the slider shape for 00:29:800 (3) - is pretty ugly so ye
2017-12-08 17:50 Battle: lol
2017-12-08 17:50 Battle: something that's good to remember is that hards can have slight jumps
2017-12-08 17:51 Battle: so you can relocate stuff like 00:43:600 (2,4,5) - which will just confuse the players
2017-12-08 17:51 Battle: avoid stuff like taht that I just hl'd btw
2017-12-08 17:51 Smolboi: i mostly avoided jumps because i didn't want to pump up the sr any more
2017-12-08 17:51 Battle: i mena
2017-12-08 17:51 Smolboi: there's already a fairly large gap between the hard and what the normal is gonna be
2017-12-08 17:52 Smolboi: and i'd like to avoid having to do a second normal if possible
2017-12-08 17:52 Battle: they dont have to be super large
2017-12-08 17:52 Battle: just like
2017-12-08 17:52 Battle: don't overlap those kinds of things in hards
2017-12-08 17:52 Battle: cuz they just end up confusing the player more than they add some gameplay elements they can enjoy imo
2017-12-08 17:53 Battle: 00:57:100 (8,9) - don't feel any different despite the difference in intensity here that drop but also maintains it's somewhat large emphasis due to the inclusion of only vocals
2017-12-08 17:53 Smolboi: any particular ones you think need to be fixed
2017-12-08 17:53 Battle: tldr of that last point, make it feel different
2017-12-08 17:53 Battle: fixed for which ones?
2017-12-08 17:53 Smolboi: overlaps that you think need to be fixed
2017-12-08 17:53 Smolboi: if there are any
2017-12-08 17:54 Battle: stuff like 00:43:600 (2,4,5) - and 00:51:700 (6,8,9) -
2017-12-08 17:54 Battle: you should be able to identify which ones are problematic based on how they like
2017-12-08 17:54 Battle: i.e. like those
2017-12-08 17:55 Battle: try to avoid like super condensed parts like 01:09:700 (1,2,4,5) - since like the overlaps can end up being pretty hard to read
2017-12-08 17:56 Battle: also things such as 01:20:800 (6,8) - can be confusing due to the second slider already appearing, it can lead to misplays
2017-12-08 17:56 Battle: while the circle 7 has already appeared, it's hard to keep track of the objects even as a more experienced player so having it a bit more straightforward gameplay wise would help your target audience
2017-12-08 17:57 Battle: the main thing about the hard though is the spacing feels extremely small
2017-12-08 17:57 Battle: leading it to just be a map centered in the playing field
2017-12-08 17:58 Battle: but anyways yeah that's my comments of that difff
2017-12-08 17:58 Smolboi: ok, i'll work on it then
2017-12-08 17:59 Battle: :ok_hand;
2017-12-08 17:59 Battle: hope that was helpful
2017-12-08 17:59 Smolboi: if you wanna go ahead and post the log that'd be gucci
2017-12-08 17:59 Battle: aight
2017-12-08 17:59 Battle: cuz i forgot about the last log lol
Smolboi wrote:
[ Transcendent]will respond to the points on the normal tomorrow
- First of all your playfield usage overall is pretty clustered which adds unnecessary emphasis to certain patterns and overall makes your map feel more cluttered in play. playfield I'd say this is already so clustered that I would suggest to redo or move everything more evenly and not just look out for it in the future Limited playfield usage does not add "emphasis" in any way and except in extreme cases, goes unnoticed in play
yea limited playfield usage takes emphasis away. I get you sort of overlapping theme, but you could've done the same and also fill the entire playfield as a whole by going slowly from one part to the next. Just wanted to clarify that you can't really justify playfield usage like that by just saying players don't notice.- It would be cool if you could mute a lot of the 1/6 slider ends in some sections once you get to hitsound the map
- a few of your stacks look kinda unappealing in gameplay like for example 00:58:000 (2,4,5) - These can also become a unnecessary reading obstacle, but the visual aspect is more relevant. In case you haven't enabled the stacking view option do that and consider moving some stacks manually with CTRL + the arrow keys. Your stack, My suggestion. This happens all the time so go through the whole map or maybe use a different stack leniency Your suggestion won't load so i can't check it unfortunately. Either way i do have stacking enabled and it looks fine to me
I'm just suggesting to make them fully overlap manually instead of having the upper half of the stack peak out from the slider, if you don't want to change it fine, but why deny such a minor visually suggestion anyway- You use a lot of unnecessary NCs, it seems like you're trying to signal stuff like SV changes, but honestly a lot of these just take away from possible emphasis on the downbeat and such. For example both of these 00:19:800 (1,1) - take away emphasis from 00:19:300 (1) - and 00:21:700 (1) - , same here 00:23:500 (1,1) - takes away emphasis from 00:24:100 (1) - NCs like these are better when trying to express different instruments/sounds or time signatures. NCs aren't really good at signaling SV changes at all especially when used this often. I'd suggest to re-think your NC structure again, not seeing how this impacts emphasis in any way
why?- 00:24:100 (1) - I think the jump into this sound should be way bigger since it's so strong, this would also amplify the effect of the SV change. I'd recommend something like this Tried it, doesn't feel particularly different
that doesn't adress my point of the jump being too small, if my suggestion is bad make your own, but at least adress it Side note: most of these examples of yours won't load