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Demetori - Pure Furies ~ Vengeance is Mine

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Topic Starter
Majii
This beatmap was submitted using in-game submission on Wednesday, December 6, 2023 at 12:07:51 AM

Artist: Demetori
Title: Pure Furies ~ Vengeance is Mine
Source: 東方紺珠伝 ~ Legacy of Lunatic Kingdom
Tags: C92 Zun Junko Touhou 15 Determinism&Destrukction instrumental metal
BPM: 180
Filesize: 7318kb
Play Time: 00:42
Difficulties Available:
  1. Vengeance! (5.18 stars, 170 notes)
  2. Victory! (5.74 stars, 1556 notes)
Download: Demetori - Pure Furies ~ Vengeance is Mine
Information: Scores/Beatmap Listing
---------------

Thanks for Playing!


Hope you enjoy!

Currently trying to figure out hitsounds lmao
Latest update altered some streams/bursts.

Vengeance Difficulty remap in progress

secret
love u
Zevyr
Really liking how it's coming along so far! Can't wait to see it completed :D
Topic Starter
Majii

Zevyr wrote:

Really liking how it's coming along so far! Can't wait to see it completed :D
Thank you! I love mapping it and I'm glad you like it! c:
Cyron
Hi,from modreqs

- So, in general, the things which bothered me the most were the streams. This is a stream map, yet the streams feel as generic as they could be. So my biggest advice for this map is to try to be more creative when you map the streams so that they don't feel so repetitive. Also i feel they could be a bit more spaced but that is up to you.

So here we go:

- 00:04:236 (7,8) - rotate 90 degrees and align with 00:02:902 (5,6) -
- 00:05:569 (1,3,5,7) - i think those could be slightly curved
- 00:14:902 (1,2,3,4) - this should be mapped like the rest of the similar parts since nothing changes in the rythm
- 00:23:234 (2) - move this to the left in order to make a larger angle for jump
- 00:28:567 (2,3,4,5) - this would create a better flow if those jumps were counter clockwise like the other ones 00:27:234 (2,3,4,5)
- 00:34:736 (6,1) - objects are too close
- 00:36:069 (6) - maybe better stack it on top of 00:36:069 (6) - to avoid confusion
- 00:40:903 (3,4,5,6) - ^
- 01:25:569 - A suggestion here: you could try to gradually increased the slider sv to emphasize the build up of intensity that'g going on right there like you did here 01:48:235 . Same thing can be applied in other similar parts as well.
- 01:27:235 (2,3) - make those a bit more spaced from 01:26:902 (1) - to emphasize the pitch change of the song
- 01:32:235 (1,2) - ^
- 01:36:569 (1,2) - don't stack those
- 01:49:569 - from here on it should be more intense. Also the following streams look pretty boring so maybe try to diversify them instead of having all of them be an S shape. And since they are so stacked i don't think they need this name NCs. One NC for each stream should be enough.
- 02:01:569 (1,2,3,4,1,2,3,4,1,2,3,4,5) - you should make those and the streams from h :oops: ere on more spaced as the song gets more intense. Also change the shape of them so that they won't look all the same but rotated
- 02:09:569 (1,2,3,4,1,2,3,4) - this doesn't play that well and it's way too confusing. the first 4 are ok but then the next for feel so random like it suddenly switches from a square jump to random weird angled jumps. Try to structure this part better.
- 02:10:902 - since this is one of the most intense parts of the song i feel like the streams should be more spaced. Also the change in spacing is barely noticeable.
- 02:24:235 (1,2,3,4,5,1,2,3,4,5) - here those feel too spaced compared to the rest of the streams. Either make them less spaced or make the other streams more spaced as well.
- 02:25:568 (1,2,3,4,5,6,7,8) - Also this. Since this is where the pitch reaches it's maximum intensity this stream should be the most spaced out of all of them
- 02:45:402 (1,2) - don't overlap those for no reason
- 02:59:735 (5,6) - those should have equal spacing
- 03:24:902 (3) - maybe ctrl+g
- 04:00:235 (1,2,3) - - move those to the right for a less sharp angle.
- 04:03:735 (8,9,10,11,1,2) - same
- 04:32:567 (2,3,4,5) - those should have a somewhat equal spacing
- 04:40:567 (2,3,4,5) - same. you can't just double the space of a jump all of a sudden for no reason
- 04:58:902 (1) - the spinner is pointless since the song has already ended by this point

Also don't forget to check AiMod since there are a bunch of unsnapped objects.
Hope some of this helps. GL!
Topic Starter
Majii

Cyron wrote:

Hi,from modreqs

- So, in general, the things which bothered me the most were the streams. This is a stream map, yet the streams feel as generic as they could be. So my biggest advice for this map is to try to be more creative when you map the streams so that they don't feel so repetitive. Also i feel they could be a bit more spaced but that is up to you.

So here we go:

- 00:04:236 (7,8) - rotate 90 degrees and align with 00:02:902 (5,6) - done
- 00:05:569 (1,3,5,7) - i think those could be slightly curved done
- 00:14:902 (1,2,3,4) - this should be mapped like the rest of the similar parts since nothing changes in the rythm done
- 00:23:234 (2) - move this to the left in order to make a larger angle for jump done
- 00:28:567 (2,3,4,5) - this would create a better flow if those jumps were counter clockwise like the other ones 00:27:234 (2,3,4,5) done,
flow in this section is a bit off and confusing and i have no justification for it! :(

- 00:34:736 (6,1) - objects are too close done
- 00:36:069 (6) - maybe better stack it on top of 00:36:069 (6) - to avoid confusion done, kinda. I was not sure exactly what you meant,
so I changed the pattern to make it less confusing.

- 00:40:903 (3,4,5,6) - ^ ^
- 01:25:569 - A suggestion here: you could try to gradually increased the slider sv to emphasize the build up of intensity that'g going on right there like you did here 01:48:235 . Same thing can be applied in other similar parts as well. Liked this suggestion. I made the sv a drastic change just so that I could visually see the impact. Is this too much or should I go more subtle?
- 01:27:235 (2,3) - make those a bit more spaced from 01:26:902 (1) - to emphasize the pitch change of the song done
- 01:32:235 (1,2) - ^
- 01:36:569 (1,2) - don't stack those I was unsure of what you meant here because the two you highlighted weren't really stacked. However,
the two circles at the end were, so I spaced those out because it did seem a bit better.

- 01:49:569 - from here on it should be more intense. Also the following streams look pretty boring so maybe try to diversify them instead of having all of them be an S shape. And since they are so stacked i don't think they need this name NCs. One NC for each stream should be enough. Understood! I wonder if this fix makes it more diverse?
- 02:01:569 (1,2,3,4,1,2,3,4,1,2,3,4,5) - you should make those and the streams from h :oops: ere on more spaced as the song gets more intense. Also change the shape of them so that they won't look all the same but rotated done, hopefully well.
- 02:09:569 (1,2,3,4,1,2,3,4) - this doesn't play that well and it's way too confusing. the first 4 are ok but then the next for feel so random like it suddenly switches from a square jump to random weird angled jumps. Try to structure this part better. done
- 02:10:902 - since this is one of the most intense parts of the song i feel like the streams should be more spaced. Also the change in spacing is barely noticeable. done!
- 02:24:235 (1,2,3,4,5,1,2,3,4,5) - here those feel too spaced compared to the rest of the streams. Either make them less spaced or make the other streams more spaced as well. done
- 02:25:568 (1,2,3,4,5,6,7,8) - Also this. Since this is where the pitch reaches it's maximum intensity this stream should be the most spaced out of all of them
- 02:45:402 (1,2) - don't overlap those for no reason done
- 02:59:735 (5,6) - those should have equal spacing I made the last circle different spacing from the rest to bridge the audio gap between the spacing and the NC slider. Instead of making it 1.2x and keeping it in the same spot, however, I moved it under the pattern with less significant spacing.
- 03:24:902 (3) - maybe ctrl+g good suggestion
- 04:00:235 (1,2,3) - - move those to the right for a less sharp angle. done
- 04:03:735 (8,9,10,11,1,2) - same
- 04:32:567 (2,3,4,5) - those should have a somewhat equal spacing done
- 04:40:567 (2,3,4,5) - same. you can't just double the space of a jump all of a sudden for no reason done
- 04:58:902 (1) - the spinner is pointless since the song has already ended by this point I can't take that spinner away, or else it would ruin the length. Without it, the map would be 4:58 and would mean I would need to make two difficulties. Unless this rule can be an exception, I can't remove it.
:(


Also don't forget to check AiMod since there are a bunch of unsnapped objects. Don't know why I didn't do this before I mod requested like I normally do!
Hope some of this helps. GL!


Thank you so much for the mod! Helped me a lot!
Seija
Hi hi! first time modding std so maybe this can be useless and short, hope i can help c:

Demetori!! Mama Junko!! <3 (background suggestion xd)

General

-Combo colours?
-add in tags: C92, Zun, Junko, Touhou 15, Determinism&Destrukction (yes, it's correctly writted xD)
-Source: 東方紺珠伝 ~ Legacy of Lunatic Kingdom
-Check the volume of the hitsounds, in some sections are too loud D:

Victory!
01:13:569 (1,2,1) - remap this part and make a stream (from here 01:13:569 to 01:14:819 here~)
01:29:902 (3,4,5,6) - maybe change this pattern? with something like this
01:30:819 - i don't know if i'm deaf (no, really) but i think a hear something here, add note or create a pattern like this~
01:46:069 (3) - replace this circle with a slider to emphasyze the rhythm
02:10:902 - ouch, as i say above, can you reduce the volume in this section?
02:32:235 (1,1,1,1) - this part is so... i dunno how to say it c: (can you add some sliderart or something? straight sliders are a little bit boring :c)
03:16:569 (2,3,4,5) - can you add distance between the objects? because of strong beat
03:17:902 (1,2,3) - aaa change this part, is so weird :c (suggestion)
03:38:902 - oh boi <3
04:58:902 (1) - remove the spinner, the song ends in 04:58:902

that's it, this song is awesome and i really liked the map <3
Good luck c:
Topic Starter
Majii

Seija wrote:

Hi hi! first time modding std so maybe this can be useless and short, hope i can help c:

Demetori!! Mama Junko!! <3 (background suggestion xd) I think that picture is a little too small! I don't know, though! The BG I have right now is from the video I first discovered this song on! :D

General

-Combo colours? Added! I was planning on adding some for a while, but just hadn't got to it. Back of the mind sort of thing!
-add in tags: C92, Zun, Junko, Touhou 15, Determinism&Destrukction (yes, it's correctly writted xD) done
-Source: 東方紺珠伝 ~ Legacy of Lunatic Kingdom done~
-Check the volume of the hitsounds, in some sections are too loud D: Done~!

Victory!
01:13:569 (1,2,1) - remap this part and make a stream (from here 01:13:569 to 01:14:819 here~) I figured adding a full-fledged stream/burst here would be a bit boring, but I do hear where that should come in from. There is a note I emphasize with the slider, but before using your suggestion, there was an empty spot with sound still playing. So I added in a short burst after that slider and adjusted some jumps for it!
01:29:902 (3,4,5,6) - maybe change this pattern? with something like this Pattern changed.
01:30:819 - i don't know if i'm deaf (no, really) but i think a hear something here, add note or create a pattern like this~ Taken the suggestion,
but made the jumps not jumps, since I feel the sudden introduction into jump sliders would be jarring. Instead, I made the two sliders closer together, so the cursor will flow easier.

01:46:069 (3) - replace this circle with a slider to emphasyze the rhythm donnne
02:10:902 - ouch, as i say above, can you reduce the volume in this section? soz!!!! ;;
02:32:235 (1,1,1,1) - this part is so... i dunno how to say it c: (can you add some sliderart or something? straight sliders are a little bit boring :c) Again, meant to edit this ahead of time. Fixed (hopefully it looks more pleasing!
03:16:569 (2,3,4,5) - can you add distance between the objects? because of strong beat Yes i can!
03:17:902 (1,2,3) - aaa change this part, is so weird :c (suggestion) this is true, so i changed it.
Because of the change, I also changed some patterns regarding it.

03:38:902 - oh boi <3 <3
04:58:902 (1) - remove the spinner, the song ends in 04:58:902 Ahhhh, for now, I'm going to keep the spinner. I mentioned this in the other mod, but I would like to get some sort of confirmation that it may still be ranked despite it not being *exactly* five minutes long. For now, though, as I said,
I shall keep it here!


that's it, this song is awesome and i really liked the map <3
Good luck c:
Thank you for the mod! <3
Wishkey
Heyo! Bit delay sorry :/

Gonna give a honest mod, if it sounds agressive or something its really not intended, there is just quite a bit of fundamental stuff that still need to be improved before this is ready for rank imo, though the overall idea with the structured and visual stuff behind the map is nice!

General
-00:00:236 (1) - red and green timing lines need to have the same volume here (unrankable)
-Would really consider lowering HP, HP 8 is really high for the slow sectioin I'd lower it to atleast 6.5 so its more forgiven with your NC patterns on the slower sections really not HR friendly on the slow parts like the intro and other places

Victory!
  1. Alot of stuff cna be applied throughout the map so make sure to check similar stuff!
  2. 00:08:235 (5,6) - visual spacing is noticably larger here then the previous ones, would adjust it a bit by reducing the ds here
  3. NCing every 2 stanza's in the intro would make it also more HR friendly so its grouped as 4 and is more in line with the NC pattern of the rest of the map
  4. 00:21:569 (1) - whole section from here, try to add some more hitsounds for addition feedback there's almost no hs feedback while playing atm even though theres a lot going on in terms of instruments: Like 00:21:569 (1) - got a nice cymbal crash that would go well with a finish, 00:21:902 (2,5) - has those snares that would go great with a clap hitsound etc, with current feedback you might wanna check some rhythm choices tho since its a bit odd with the music like this doesnt really follow the standard 1423 concept since the emphasis on the music are on 00:21:902 (2,5,) - and tail of 00:22:569 (6) - for example try control + g 00:22:402 (5,6) - , until 00:32:235 (1) - then its kinda more normal snare on lesser whites
  5. 00:24:569 (2,3,4,6) - and similar similar try to avoid these border overlaps it really doesnt look that nice visually, I noticed you use a lot of fixed ds its not really necesary for extra diffs if if you do try to increase it to avoid these kind of stuff by increasing the ds a bit :D
  6. 00:26:235 (1,2,3,4,5,6,7) - these are actually 2 groups of 1/6 going from white to red so theres nothing on 00:26:485 (4) -, you can map the 1/6 or just simplefy them for playability to 1/4 but gotta be consistent with other parts and justify it, i'd just delete 00:26:485 (4) - then since there is no beat there
  7. 00:26:902 (1,2) - bit consistency with the other pattern at 00:28:235 (1,2) - would be better imo in term of full-semi overlap since the patterns are idenctical otherwise
  8. 00:30:569 (6,1,2,3) - this is kinda bad emphasis 00:31:069 (2,3) - stand out in the music while 00:30:902 (1) - is rather insignificant even if its the downbeat and that jump is really huge compared to the prev patterns, I'd emphasize 00:31:069 (2,3) - here instead has those differnt snares too so could use soft instead of normal claps aswell for hitsounds for these
  9. 00:44:235 (1) - control + g this would really make 00:44:069 (4,1) - flow a lot smoother since thats kinda huge of a jump comiing from
  10. 00:44:235 (1,2,3,4,1,2,3,4,5,6) - questionable rhythm choices here again, 00:45:569 (1,2,3,4,5,6) - you use a repeat pattern tho the music emphasis something completely different with red tick emphasis in the second half. Also if you were following the guitar that follows a 3/4 rhythm with the blue tick for 00:44:235 (1,2,3) - if you're following the drum its okay, just makign sure
  11. 00:52:902 (2,3,4,5,6) - kinda missed half the drum roll here wich makes the trip feel really odd, standard 4-4 drum pairing here
  12. 00:54:069 (2,4) - place 4 a bit lower to avoid the overlap, just minor stuff that cleans the map a bit
  13. 00:58:569 (4,5,6) - really odd trip here, skipping 1 guitar beat and mapping the other feels kinda bad and is inconsistent with what you did for similar stuff like 00:42:569 (5,6,7,8) -
  14. 00:50:402 (2,4) - 00:51:569 (4,6) - random hitsound reminder since I noticed that the end of 4 is hitsounded all sudden :d
  15. 01:04:235 (1) - visually cool concept tho rhythm again really doesnt match the music, try something like this here and see how that sounds for example
    [img]https://osu.ppy.sh/ss/9984420[/img
    you can jusr rearrange the sturcture to fit the rhythm for example
  16. 01:14:902 (1,2,3,4) - bit odd to skip that beat completle when its equal strenght, could try changing 3 into a kickslider so it plays the same but the beat is still mapped and it emphasis (4) a bit better too
  17. 01:25:069 (3,4) - visual stuff, move 4 a bit under to avoid the overlap
  18. 01:28:569 (2,3,4,5,6,7,1,2,3,4,5) - cool idea! It could be a bit cleanup up tho, try to relay on the visual ds here so everything looks more visually appealing while playing the same, like 01:28:569 (2,3,4,5,6) - adjust 5 and 6 a bit so they are in the pattern with 2-3-4
  19. 01:37:569 (1,2,3,4,5) - 1/3 rhythm starts earlier here like this
  20. 01:47:569 (9,1,2,3) - could use 1/4 sliders here, thers still a beat on the blue tciks and it keeps the intensity up
  21. 01:48:902 (1,2,3) - since you're follwig the guitar here try a 1/3 return since the guitar switches to 1/3 here
  22. 01:54:235 (9,10,1) - kinda feel you could emphasize these more, high point of the guitar so playing with the sv, use extended sliders would fit really nice here with the music, just could use a bit more impact atm for the highpoint
  23. 02:08:568 (5,1,5,1) - cool stream cut offs but could use some hitsounds too
  24. 02:09:569 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8) - nice!
  25. 02:11:902 (5,1) - not necesarry to change, but you can use sliderlenience for these stuff if you want like make a jump between 02:11:902 (5,1) - if its a concept of your map than its cool, jsut mentioning it since I feel you limit yourself alot with the ds in an extra diff which is kinda unfortunate for a demetori song
  26. 02:55:569 (1,2,1,2) - emphasis with the music is on the reds here so the jump to 1 is kinda odd, you did it nice rest tho in the later sections
  27. 03:17:402 (1,2,1,2,3) - ah man guitar is really unique here why not follow it instead of the drum and use a 3/4 rhythm with blue ticks?
  28. 03:22:735 (1,2,3,4,5,6,7,8,9) - like mentioned before, chosen rhythm reallst doesnt match the musical rhythm, try to have sliders on that shred like at 03:23:819 (7) - not really a beat here, 03:23:402 (5) - missed a strong beat here so why not change these up
  29. 03:27:777 (2,3) - use 1/3 instead of 1/8
  30. 03:32:235 (4) - could change this into a 1/6 slider so that extra random beat is mapped and you can hitsound it while playing the same
  31. 03:33:485 - pretty important skipped beat here
  32. 03:37:485 (8,1) - wowow no dude, can't introduce insane stuff like this 3/4 into the map you got no leniency here bc its circle into slider, stick 03:37:485 (8,1) - toghether or make 03:37:402 (7,8) - a slider aswell (these 2 notes spiked the diff with 0.03 :p)
  33. kiai is basicly like prev kiai mentioned
  34. 04:49:402 (7,1) - a bit too of a jump here with a really awkard intro angle, reduce the ds a bit a maybe place (7) a it lower
That's about it, I saw a lot of good stuff in there in terms of structure and symmetry use and concepts, unfortunatly a lot of them don't really match to the music. Main things I'd focus on are:
- Adding hitsounds feedback that matches the song and try to match your 'standard' rhythm towards this feedback so it matches the music
- Don't be too limited by ds,sv when the music does unique stuff, like those epic guiiar shreds you follow in the kiai. Try to make those stand out too in your map
-always doulbe check 1/3vs1/6vs1/4 rhytms at 25% speed if it sounds off at 100%
-emhphasize the music in your map not necessarly the downbeat if that isnt strong/interesting (jumps, rhythm choices,..)


Hope it helped and Good Luck with it its on the right track! :D
Topic Starter
Majii

Wishkey wrote:

Heyo! Bit delay sorry :/

Gonna give a honest mod, if it sounds agressive or something its really not intended, there is just quite a bit of fundamental stuff that still need to be improved before this is ready for rank imo, though the overall idea with the structured and visual stuff behind the map is nice!

General
-00:00:236 (1) - red and green timing lines need to have the same volume here (unrankable) Did not notice, changed.
-Would really consider lowering HP, HP 8 is really high for the slow sectioin I'd lower it to atleast 6.5 so its more forgiven with your NC patterns on the slower sections really not HR friendly on the slow parts like the intro and other places Thank you, I never really thought about HR when mapping this, so I forgot all about HP. Took the suggestion :>

Victory!
  1. Alot of stuff cna be applied throughout the map so make sure to check similar stuff!
  2. 00:08:235 (5,6) - visual spacing is noticably larger here then the previous ones, would adjust it a bit by reducing the ds here Fixed
  3. NCing every 2 stanza's in the intro would make it also more HR friendly so its grouped as 4 and is more in line with the NC pattern of the rest of the map Not only does it help HR, but it looks more aesthetically pleasing!
  4. 00:21:569 (1) - whole section from here, try to add some more hitsounds for addition feedback there's almost no hs feedback while playing atm even though theres a lot going on in terms of instruments: Like 00:21:569 (1) - got a nice cymbal crash that would go well with a finish, 00:21:902 (2,5) - has those snares that would go great with a clap hitsound etc, with current feedback you might wanna check some rhythm choices tho since its a bit odd with the music like this doesnt really follow the standard 1423 concept since the emphasis on the music are on 00:21:902 (2,5,) - and tail of 00:22:569 (6) - for example try control + g 00:22:402 (5,6) - , until 00:32:235 (1) - then its kinda more normal snare on lesser whites That was a lot to read and fix, but this suggestion really does help me with hitsounds in general. It's really making me think about where the emphasis in sounds are and this suggestion is getting implemented!
  5. 00:24:569 (2,3,4,6) - and similar similar try to avoid these border overlaps it really doesnt look that nice visually, I noticed you use a lot of fixed ds its not really necesary for extra diffs if if you do try to increase it to avoid these kind of stuff by increasing the ds a bit :D I see, I see!
  6. 00:26:235 (1,2,3,4,5,6,7) - these are actually 2 groups of 1/6 going from white to red so theres nothing on 00:26:485 (4) -, you can map the 1/6 or just simplefy them for playability to 1/4 but gotta be consistent with other parts and justify it, i'd just delete 00:26:485 (4) - then since there is no beat there fixed, it is better.
  7. 00:26:902 (1,2) - bit consistency with the other pattern at 00:28:235 (1,2) - would be better imo in term of full-semi overlap since the patterns are idenctical otherwise Understood, this whole section is just filled to the brim with bad pattern decisions, so I expect them to be fleshed out in later versions even more with more mods. For now, I'm trying to adapt new patterns into the ctrl + g recommendation you added. I'll play around with those new patterns as they come up.
  8. 00:30:569 (6,1,2,3) - this is kinda bad emphasis 00:31:069 (2,3) - stand out in the music while 00:30:902 (1) - is rather insignificant even if its the downbeat and that jump is really huge compared to the prev patterns, I'd emphasize 00:31:069 (2,3) - here instead has those differnt snares too so could use soft instead of normal claps aswell for hitsounds for these I think I fixed this, but I'm not entirely sure. I understand what you mean about the emphasis, so I made the normal big white tick a part of the previous combo and started a new one on the red. I also changed the hitsound's sounds to fit this like you suggested, and it does sound a bit better.
  9. 00:44:235 (1) - control + g this would really make 00:44:069 (4,1) - flow a lot smoother since thats kinda huge of a jump comiing from fixed
  10. 00:44:235 (1,2,3,4,1,2,3,4,5,6) - questionable rhythm choices here again, 00:45:569 (1,2,3,4,5,6) - you use a repeat pattern tho the music emphasis something completely different with red tick emphasis in the second half. Also if you were following the guitar that follows a 3/4 rhythm with the blue tick for 00:44:235 (1,2,3) - if you're following the drum its okay, just makign sure Yeah, it is a bit questionable and I did change it to fit the song a little better.
  11. 00:52:902 (2,3,4,5,6) - kinda missed half the drum roll here wich makes the trip feel really odd, standard 4-4 drum pairing here fixed
  12. 00:54:069 (2,4) - place 4 a bit lower to avoid the overlap, just minor stuff that cleans the map a bit because i added the drumroll, i changed the pattern a bit.
  13. 00:58:569 (4,5,6) - really odd trip here, skipping 1 guitar beat and mapping the other feels kinda bad and is inconsistent with what you did for similar stuff like 00:42:569 (5,6,7,8) - fixed
  14. 00:50:402 (2,4) - 00:51:569 (4,6) - random hitsound reminder since I noticed that the end of 4 is hitsounded all sudden :d since i was ctrl + g'ing a lot, this got fixed naturally.
  15. 01:04:235 (1) - visually cool concept tho rhythm again really doesnt match the music, try something like this here and see how that sounds for example
    [img]https://osu.ppy.sh/ss/9984420[/img
    you can jusr rearrange the sturcture to fit the rhythm for example it does sound better with this, so fixed
  16. 01:14:902 (1,2,3,4) - bit odd to skip that beat completle when its equal strenght, could try changing 3 into a kickslider so it plays the same but the beat is still mapped and it emphasis (4) a bit better too fixed (i think!)
  17. 01:25:069 (3,4) - visual stuff, move 4 a bit under to avoid the overlap fixed
  18. 01:28:569 (2,3,4,5,6,7,1,2,3,4,5) - cool idea! It could be a bit cleanup up tho, try to relay on the visual ds here so everything looks more visually appealing while playing the same, like 01:28:569 (2,3,4,5,6) - adjust 5 and 6 a bit so they are in the pattern with 2-3-4
    Thank you! And it's more even and cleaned now!
  19. 01:37:569 (1,2,3,4,5) - 1/3 rhythm starts earlier here like this
    took me too long to figure out how to correct this haha
  20. 01:47:569 (9,1,2,3) - could use 1/4 sliders here, thers still a beat on the blue tciks and it keeps the intensity up good advice, fixed
  21. 01:48:902 (1,2,3) - since you're follwig the guitar here try a 1/3 return since the guitar switches to 1/3 here I'll keep this change in mind,
    considering I'm not 100% sure what you mean. I will PM you about this for more detail when I post this.
  22. 01:54:235 (9,10,1) - kinda feel you could emphasize these more, high point of the guitar so playing with the sv, use extended sliders would fit really nice here with the music, just could use a bit more impact atm for the highpoint Emphasis done, will probably experiment more in future versions.
  23. 02:08:568 (5,1,5,1) - cool stream cut offs but could use some hitsounds too added hitsounds on those points, again, will edit more in future versions.
  24. 02:09:569 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8) - nice! <3
  25. 02:11:902 (5,1) - not necesarry to change, but you can use sliderlenience for these stuff if you want like make a jump between 02:11:902 (5,1) - if its a concept of your map than its cool, jsut mentioning it since I feel you limit yourself alot with the ds in an extra diff which is kinda unfortunate for a demetori song I will experiment with it more, but I wanted this difficulty to not be too hard for someone who is around 50k. I want to give them a challenge with nomod, but also make some higher levels like it with different mods. Again, not set in stone, and I will definitely consider this. POST WRITING NOTE: after remembering just what I did towards the end, I think adding the little jumps in sliders would make it fit a lot better. Will change in future.
  26. 02:55:569 (1,2,1,2) - emphasis with the music is on the reds here so the jump to 1 is kinda odd, you did it nice rest tho in the later sections fixed!
  27. 03:17:402 (1,2,1,2,3) - ah man guitar is really unique here why not follow it instead of the drum and use a 3/4 rhythm with blue ticks? ahh, i feel like it is still getting emphasis because the two sliders are stacked in a special pattern. Then there's a jump into those extended sliders which finish off the long guitar sounds and the drum beat. I like how it sounds now, but if you have a specific way it should be played with blue ticks,
    send me a picture of it. I can try it out in that way.
  28. 03:22:735 (1,2,3,4,5,6,7,8,9) - like mentioned before, chosen rhythm reallst doesnt match the musical rhythm, try to have sliders on that shred like at 03:23:819 (7) - not really a beat here, 03:23:402 (5) - missed a strong beat here so why not change these up changed the rhythm and the patterns
  29. 03:27:777 (2,3) - use 1/3 instead of 1/8 fixed
  30. 03:32:235 (4) - could change this into a 1/6 slider so that extra random beat is mapped and you can hitsound it while playing the same fixed
  31. 03:33:485 - pretty important skipped beat here fixed
  32. 03:37:485 (8,1) - wowow no dude, can't introduce insane stuff like this 3/4 into the map you got no leniency here bc its circle into slider, stick 03:37:485 (8,1) - toghether or make 03:37:402 (7,8) - a slider aswell (these 2 notes spiked the diff with 0.03 :p) slider added
  33. kiai is basicly like prev kiai mentioned
  34. 04:49:402 (7,1) - a bit too of a jump here with a really awkard intro angle, reduce the ds a bit a maybe place (7) a it lowermoved the slider instead, it looks better aesthetically imo
That's about it, I saw a lot of good stuff in there in terms of structure and symmetry use and concepts, unfortunatly a lot of them don't really match to the music. Main things I'd focus on are:
- Adding hitsounds feedback that matches the song and try to match your 'standard' rhythm towards this feedback so it matches the music
- Don't be too limited by ds,sv when the music does unique stuff, like those epic guiiar shreds you follow in the kiai. Try to make those stand out too in your map
-always doulbe check 1/3vs1/6vs1/4 rhytms at 25% speed if it sounds off at 100%
-emhphasize the music in your map not necessarly the downbeat if that isnt strong/interesting (jumps, rhythm choices,..)


Hope it helped and Good Luck with it its on the right track! :D
Thank you so much for the mod, and my apologies for the reply taking so long. There was a lot of technical stuff that I wasn't aware of that you mentioned in your mod, and I believe I was able to learn most of it. Again, thank you for the mod, and thank you for some of the nice things you said.

Map will be updated in a day or two once I fix some patterns after taking the suggestions.
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