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posted
#modreqs

Modding cuz was bored


  • Hitsound?
    Disable Countdown, and check AImod

  1. 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
  2. 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
  3. 00:26:500 (1,2,3) - I don't think this sv change is even necessary
  4. 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
  5. 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
  6. 00:47:700 (4) - make this 2/6 instead?
  7. 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)
  8. 00:58:600 (5,1) - Make this symmetrical?
  9. 01:08:800 (2,5) - stacking issue
  10. 01:19:000 (10) - ctrl+g ?
  11. 01:30:400 (9,13) - NC?

    I must say I really like this map
posted

sullywally wrote:

#modreqs

Modding cuz was bored


  • Hitsound? Hitsounds are coming eventually
    Disable Countdown, and check AImod

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 00:58:600 (5,1) - Make this symmetrical? Don't understand what you mean
  9. 01:08:800 (2,5) - stacking issue Fixed
  10. 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 -
  11. 01:30:400 (9,13) - NC? Nah

    I must say I really like this map
Thanks for the mod :U
posted
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)

[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
00:04:900 (1) - Make these red ticks even by putting them on the slider ticks so the slider looks a little better
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
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.)
00:35:800 (4) - I think you should make the downbeat clickable because it has a pretty prominent sound
00:51:400 (5,3) - Noticeably not 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
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
01:16:900 (1) - Another stack that isnt quite... stacked (just has to be adjusted a little bit)
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
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.
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)
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.

That's all from me, hope this helped!~
posted
21:08 Smolboi: hey i'm reponding to a mod
21:08 Smolboi: wanna do a little playtesting for science?
21:11 Smolboi: i just need some opinions on some patterns that got called out
21:12 Smolpox: sure
21:12 Smolboi: k hold up
21:12 Smolboi: i'm just gonna list some patterns
21:12 Smolpox: ill check in a min
21:14 Smolboi: 01:06:700 (1,1) - 01:21:100 (9,10) - do you think that the SV changes here are too jarring to play
21:15 Smolboi: 01:17:500 (2,3,4) - 01:22:800 (5,6,7) - do these feel any more awkward to play than similar patterns
21:16 Smolboi: 01:30:400 (9,10,11,12) - does the jump at the end of this stream feel too extreme to you
21:16 Smolboi: that's it
21:16 *Smolboi is editing [https://osu.ppy.sh/b/1406357 Bossfight - Elevatia [Transcendental]]
21:17 Smolpox: i think there are some parts that shift too quickly and feel jarring
21:18 Smolpox: i just tried playing it, ill go check in the editor
21:24 Smolpox: I think everything you're saying is right
21:24 Smolboi: how so
21:24 Smolpox: 01:30:600 (11,12,13) , the jump on 12 is a bit extreme
21:25 Smolpox: 01:30:600 (11,12,13) -
21:25 Smolpox: this jump could flow better 01:33:300 (3,1) -
21:26 Smolboi: :think
21:26 Smolpox: also I always broke on the final note rip
21:26 Smolboi: that's like, as well flowing as a jump could be mapped
21:26 Smolboi: how would you do it better?
21:27 Smolpox: move these lower i guess 01:33:400 (1,2,3) -
21:27 Smolpox: idk
21:27 Smolpox: im not an expert lol
21:28 Smolpox: these patterns 01:22:500 (3,4,5,6) - were some ass to play lol
21:28 Smolpox: i love the map overall though
21:29 Smolpox: but I don't think you should change those patterns, they're pretty good
21:30 Smolboi: were the jumps in a straight line like at 01:17:500 (2,3,4) - noticably harder than jumps like 01:18:000 (5,6,7) - and01:27:300 (3,4,5,6) - ?
21:31 Smolpox: no
21:31 Smolpox: I don't think so
21:32 Smolboi: and what about the SV changes?
21:32 Smolboi: 01:21:100 (9,10) -
21:32 Smolboi: unreadable?
21:32 Smolboi: uncomfortable?
21:33 Smolpox: I would say they are hard to read, you would have to have listened to the song before
21:33 Smolpox: or palyed the map i mean
21:33 Smolpox: but they feel comfortable
21:33 Smolboi: so if you've played it atleast once, it's fine
21:34 Smolpox: Yeah
21:34 Smolboi: alright, thanks
21:34 Smolboi: you wanna go ahead and post the savelog on the thread?
21:34 Smolboi: that way i have something to point to
21:34 Smolboi: and you get kudos
21:34 Smolpox: how do I copy savelogs lol
21:34 Smolboi: type / savelog
21:35 Smolboi: without the space
posted

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!~
posted
hi -Jordan- asked me to mod this

[ Transcendent]
  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 00:25:000 (1,2) - stacking 2 underneath the slider end doesn't really add any emphasis, CTRL + G on 2 I think would be more interesting this would also give 00:26:500 (1) - more emphasis
  7. 00:34:200 (1) - would also CTRL + G this one to add more emphasis to it and 00:34:600 (1) -
  8. 00:38:800 (2,3) - spacing into 3 should be stronger because of the snare and 00:39:700 (6,7) - spacing into 7 should be stronger cause Kick drum more like here 00:40:600 (9,1) - the spacing of a lot of drums sounds in this section is weaker than it needs to be actually since they play almost weaker than most circle pattern because of slider leniency
  9. 00:41:100 (3,1) - this gets the same spacing as 00:41:400 (3,1) - even though the 2nd one has a stronger snare sound on it. I think only the Snare should have a 1/6 jump into it
  10. one of the stacks outside the kiai that you could manually adjust to look better 00:52:800 (9,2,3) -
  11. 00:57:300 (3,1) - the 1/6 jump here is a bit too straining compared to the intensity of the music which drops here 00:57:100 - making is not so straining overall could also be used to make the start of the kiai actually stand out more, like reverse sliders or other less intense rhythms/spacings followed by a big jump into 00:57:700 (1) - . Maybe do something like
  12. 01:14:800 - I think it's kinda lame that you aren't mapping some of the really strong sounds sounds from here on like 01:14:800 - 01:15:300 - 01:16:000 -

[ -Jordan-'s Insane]
  1. 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
    only reply to ones you think are bad

    remove 00:20:200 (1) - 00:22:600 (1) - 00:25:000 (1,1) -
    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) - .
    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.
  2. 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
  3. 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) -
  4. 01:18:400 (1) - would suggest higher SV for that one to compensate for the shape playing slow because of leniency

[ Hard]
  1. the playfield usage is even more critical on this diff and the constant overlapping is actually really untypical of hard maps and a pretty big jump from normal spread wise, there have been arguably well designed Hard maps with lots of overlapping, but even those were mostly rejected to Oblivion (rip Mun's Hard) I'd suggest to re do this one with less overall slider body overlapping and better playfield usage.
  2. I also want to mention that you use a lot of shapes which players don't need to move for because of slider leniency, I doubt this is intended most of the time, especially sliders like these 01:16:900 (1) - are just really boring if you know that you can abuse them
  3. 01:19:300 (1,4) - obscured reverse arrow, that should be unrankable at this AR
  4. 00:00:100 - you mapped the intro in all higher diffs, but not the lower ones, you could just do the same as in those and use slider art

[ Normal]

pay attention to your playfiled usage


  1. 00:19:000 (2,3) -

    osu! Ranking Criteria wrote:

    1. 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.
  2. 00:20:200 (4) - players might want to aim the slider end first rather than the head first because the slier end is closer
  3. 00:21:700 (5) - obscured reverse arrow (100% unrankable) and Normal players can't even read partial slider body overlaps, so full on overlapping bodies are impossible for them
  4. 00:23:500 (7,8,9) - players will confuse the order in which to hit these, stuff like equilateral triangles or Saures are generally discouraged if used in this order same here 00:27:100 (13,14,15) - players just don't get in what order to hit these so you want to be clear as possible with notes order in terms of visual spacing
  5. 00:29:800 (17,18) - and form of slider end stacking is discouraged

    I think you're using too many difficulty elements no Normal or Easy player will be able to read. I'd suggest to re map this

hope this was helpful, gl with the set and if you want any more help as me I could even GD the Normal. P.S. I'm also on the Mentorship program server if you want to contact me over discord
posted

Celektus wrote:

[ -Jordan-'s Insane]
  1. 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
    only 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.
  2. 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
  3. 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.
  4. 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
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 57700
Countdown: 1
SampleSet: Normal
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 100,19300,38500,57700,76300,76900,96100
DistanceSpacing: 2.5
BeatDivisor: 6
GridSize: 32
TimelineZoom: 2.899999

[Metadata]
Title:Elevatia
TitleUnicode:Elevatia
Artist:Bossfight
ArtistUnicode:Bossfight
Creator:Smolboi
Version:-Jordan-'s Insane
Source:
Tags:glitch hop Hyperwave Records -Jordan-
BeatmapID:1426567
BeatmapSetID:664471

[Difficulty]
HPDrainRate:6
CircleSize:4.5
OverallDifficulty:7.7
ApproachRate:9
SliderMultiplier:2.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.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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156,183,94200,2,0,B|187:286|187:286|249:196,1,215.999993408203
172,91,94600,6,0,B|146:105|146:105|124:102|124:102|60:133|61:196|83:231,1,200
156,183,95200,1,0,0:0:0:0:
9,317,95500,5,0,0:0:0:0:
70,341,95600,1,0,0:0:0:0:
131,320,95700,1,0,0:0:0:0:
185,285,95800,5,0,0:0:0:0:
228,273,95900,1,0,0:0:0:0:
273,288,96000,1,0,0:0:0:0:
301,313,96100,5,0,0:0:0:0:
posted
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
posted
[ Transcendent]
  1. 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
  2. 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
  3. 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
  4. 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
  5. 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 Side note: most of these examples of yours won't load
  6. 00:25:000 (1,2) - stacking 2 underneath the slider end doesn't really add any emphasis, CTRL + G on 2 I think would be more interesting this would also give 00:26:500 (1) - more emphasis To me at least, the one object to the next type of movement + the slowly increasing SV with each slider makes for more interesting emphasis
  7. 00:34:200 (1) - would also CTRL + G this one to add more emphasis to it and 00:34:600 (1) - Did something similar by reversing 4
  8. 00:38:800 (2,3) - spacing into 3 should be stronger because of the snare and 00:39:700 (6,7) - spacing into 7 should be stronger cause Kick drum more like here 00:40:600 (9,1) - the spacing of a lot of drums sounds in this section is weaker than it needs to be actually since they play almost weaker than most circle pattern because of slider leniency Fixed 00:40:000 (7) - but i'm not too sure about the rest of that
  9. 00:41:100 (3,1) - this gets the same spacing as 00:41:400 (3,1) - even though the 2nd one has a stronger snare sound on it. I think only the Snare should have a 1/6 jump into it Don't really have a proper solution for this tbh. I can't space 1 further away because then that's too big for the intensity of the section, i can't make it a continuous stream with a hard bend it it because then i have to start the steam from much further away, thus making another jump that's too big, and i don't want to have to turn down the overall spacing of the stream
  10. one of the stacks outside the kiai that you could manually adjust to look better 00:52:800 (9,2,3) - Again, i am not a stacking stickler
  11. 00:57:300 (3,1) - the 1/6 jump here is a bit too straining compared to the intensity of the music which drops here 00:57:100 - making is not so straining overall could also be used to make the start of the kiai actually stand out more, like reverse sliders or other less intense rhythms/spacings followed by a big jump into 00:57:700 (1) - . Maybe do something like Made into a continuous stream
  12. 01:14:800 - I think it's kinda lame that you aren't mapping some of the really strong sounds sounds from here on like 01:14:800 - 01:15:300 - 01:16:000 -

[ Hard]
  1. the playfield usage is even more critical on this diff and the constant overlapping is actually really untypical of hard maps and a pretty big jump from normal spread wise, there have been arguably well designed Hard maps with lots of overlapping, but even those were mostly rejected to Oblivion (rip Mun's Hard) I'd suggest to re do this one with less overall slider body overlapping and better playfield usage. I will likely be nerfing a good number of the overlaps in modding with Battle once the normal diff is finished
  2. I also want to mention that you use a lot of shapes which players don't need to move for because of slider leniency, I doubt this is intended most of the time, especially sliders like these 01:16:900 (1) - are just really boring if you know that you can abuse them I'd argue that it's actually more interesting. Since players at this level are mostly used to following sliders normally, they'll realize that they can complete these patterns without following the slider exactly, teaching them about slider leniency without mapping anything that would be more difficult for them to play
  3. 01:19:300 (1,4) - obscured reverse arrow, that should be unrankable at this AR Looks like i must of fixed it while going back and fourth with Battle before i got to responding to this
  4. 00:00:100 - you mapped the intro in all higher diffs, but not the lower ones, you could just do the same as in those and use slider art Didn't bother when i started because i assumed i wasn't going to be messing with SV at all, but that didn't end up being the case. Will add tomorrow

will respond to the points on the normal tomorrow
posted
ok so first of all thx for the reply, I case you're wondering I just there were some misconceptions or points you didn't adress so I re-replied to some of your points feel. You don't need to reply to the first 2 point I made, but the other 2 needs some clarification imo.

Smolboi wrote:

[ Transcendent]
  1. 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.
  2. 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
  3. 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
  4. 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?
  5. 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
will respond to the points on the normal tomorrow
posted
Hi, random mod, Cele got me here
[Transcendant]

General
As others have mentioned, your playfield usage seems to be rather lacking. I think this is detrimental to your map, as it is a bit noticeable in play.

This https://i.imgur.com/ftc6Kaq.jpg is a screenshot of the entire kiai. As you can see, most of the section finds itself in the red rectangle. As a result, your map plays a lot around the center.

Your playfield usage seems to be a result of a combination of things I can observe in your map. None of these things are necessarely bad, though they're worth noting if you want to want to work on it.
  1. Overreliance on stacks for aesthethics. The more you stack, the more notes find themselves in the same place, and not in a different one. In a sense that means less playfield is being used.
  2. Overreliance on visual distance for aesthethics. Having a constant visual distance is nice, but here it makes it so all your objects are forced to stick together. As a result, expanding your playfied usage becomes a hard and rather annoying task. Not every object has to be next to a recent one.
  3. Continuosly going back to the center. If you look at your map, it should be obvious that a lot of your patterns are placed in or near the center. Due to missing out on a lot of edges and corners, your map feels very cramped in play.


Personally, I think it's best if you work on the latter 2 in this map. Some of your stacking patterns are quite neat! It would be sad to see them go.

Aside from playfield usage rants, the are some more minor problems.
Also check AImod, there are a few unsnaps.

Map
  1. 00:19:300 (1,1,1) - Stacking these like this is nice, but kinda loses its purpose if you don't ever repeat it in similar places in the song, like 00:24:100 (1,1,1) - . Would personally suggest unstacking.
  2. 00:22:600 (6) - 00:32:500 (6) NC for new pattern?
  3. 00:33:100 (9) - I think this should be a slider, like you did here 00:32:200 (5) - .
  4. 00:36:100 - I feel like it would be more satisfying if this were clickable.
  5. 00:40:200 - Would be more consistent and fitting to map this like you did here 00:49:600 (7,8,9) - .
  6. 00:47:700 (7) - This doesn't fit very well, as it doesn't really represent the double or the held sound in my opinion. A longer slider like 00:42:900 (7) - could work. Otherwise you could just map the double.
  7. 00:56:500 (1,2,3,4,5,6,7,8,9,10,11,12) - This is extremely cluttered, I would suggest to at least NC here 00:57:100 (7) - . Though it would be better to avoid stacking as much here, in my opinion.
  8. 01:14:800 - 01:15:300 - 01:16:000 - I would personally map these and their repetition here 01:34:000 - . I feel like that would represent the music better.
  9. 01:22:900 (6,7) - This movement is very different from 01:18:100 (6,7) - and 01:27:700 (6,7) - with how linear it is. I suggest trying a more angled pattern.
Cool map outside of that, and fun song, good luck!
posted
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