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Feint - The Journey (feat. Veela)

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Topic Starter
ZenzZ_DELETED
This map has been deleted on the request of its creator. It is no longer available.
Hectic
hi, nm from my queue

  1. set combo colours
letting go:
  1. unsnapped green lines
    billion of them
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  2. one of the issues about the map - lack of appealing visuals. its easier to point out actually something nice rather than something messy. I think you should work on that a bit, make some patterns, some symmetry, blankets, organize visual distance between objects so they won't ugly touch, try to copypaste more, don't make everything by hand, etc.
  3. i can't be specific about rhythm too because i can't quite understand what do you follow, sometimes there are 3-note streams, sometimes 5-note, sometimes 7, thats something i cannot really understand. overmapping is fine i guess, but when theres some logic behind it
  4. jump distance varies quite a lot, music is mostly monotone so most of the difficulty should come from stamina strain, not from sudden long jump or long jump chain which cause difficulty spike for unjustified reason
  5. 05:14:037 (1,2) - really liked this thing
Sorry for not being specific, concerns which i think matter appear repeatedly through the map so i guess you better check for yourself. Hope that i helped somehow even with this type of mod and good luck
Topic Starter
ZenzZ_DELETED
Thank's for your mod, i appreciate it. Had to retime everything after changing bitrate for some reason, therefore the green lines are unsnapped, will fix (in it's current state it doesn't make any difference for how the map plays). I don't think this was very helpful as it is, but if i understand your thought process more i will give kudosu. If you could give a concrete example to what you are talking about, that would help immensely. I put alot of time into making this, and it's rather demotivating to get this sort of mod as a first mod (i'm sure you're a great modder though, you just need to give examples rather than throwing out words). I feel like i have to defend myself before i make any drastic changes. Anyway, I will try to explain my rhythm choice and visuals, as those are the things you pointed out.
one of the issues about the map - lack of appealing visuals.
First of all, what is appealing visuals? I think we can all agree this is subjective to some extent. This makes your argument have no meaning, as it's like saying "I dont like this type of song". If you're gonna make a statement like that you should point out something objectively wrong. When I made this map i focused immensely on not making random stacks and overlaps, and when i did, i tried to make them purposeful. I also focused on making every object connected in some way through geometry and symmetry, and not just spam circles and slider on the screen. I think this what you mean by visuals right? Examples: 01:07:089 (1,3,4) - geometry (triangle), 01:07:089 (1,3,4) - stack, 01:11:973 (7,8,9,4,5,1) - purposefully stacked, 01:30:636 (7,5) -, 01:33:252 (1,5) - tell me if the distance is random or not?, these sort of things i do repeatedly throughout the map, and im curious if you can find a stack/overlap that does not have a purpose. Now, the changing of sliderangles/curves in the first chorus is to emphasise the change of the sound that is mapped on the slider, too make it less repetitive and more expressive. I started off mapping pretty much all the sliders here the same, but i found that too boring.
its easier to point out actually something nice rather than something messy.
How can you say my map is messy and not even give one example or argument?[/color'>
I think you should work on that a bit, make some patterns, some symmetry, blankets
Ok, make some patterns. I'm not even sure what that means, as my map has plenty of patterns repeating throughout the map. Examples: 03:00:635 (1,2,3,4,5,1,2,3,4,5) - This is mapped roughly with the same pattern, at the same part of the song 03:22:960 (1,2,3,4,5) - This is also the same pattern, but with sharper angles than previous ones to emphasise intensity getting higher (listen to background) 03:20:693 (7,8,7,8,7,8) - Here you can see the same pattern being repeated at the same part 03:44:763 (1,2,1,2,1,2,1,2) - you get the idea.
Some symmetry? this wont be hard lol. 00:55:403 (3,1) -, 00:58:717 (1,2,3,4) -, 01:21:043 (1,2,3,4) -this one is almost too much symmetry, 01:42:670 (1,1) - same angles, 01:44:415 (1,1) - same angles, 01:44:415 (1,1) - same angles, 03:00:286 (6,7,1,3,4,5) - symmetry, 03:25:751 (1,4,5,6) - symmetry, 03:39:182 (6,7,8,1,2,3,4) - probably one of the most obvious. Also, even if the map doesn't use in your face symmetry all the time doesn't mean it's bad aesthetically.. Blankets, now this is the one that triggers me the most with your examples. Literally the whole map is made around blankets, see for yourself. examples although not really necessary: 01:29:938 (1,2,3,4,5,1) -, 01:29:938 (1,2,3,4,5,1) -, 01:33:601 (1,1) -, 01:34:647 (2,1) -, 01:36:740 (5,1) -, thats legit 5 blankets in the first 7 seconds of the first chorus, i dont think i need to say more.
organize visual distance between objects so they won't ugly touch
Just give me ONE example where they ugly touch, i mapped in a way so that visual distance between objects created geometry etc. and did not touch eachother ugly. examples: 01:35:345 (2,3,4,5) - visual distance between 2,4 and 3,5 are the same. Visual distance between 1,
3 and 5 is the same. 01:35:345 (2,3,4,5) - equal distance, no overlaps 01:47:206 (6,1,5) - hey it's a triangle. equal distance. 01:48:078 (6,9,11) - triangle,
Now you may think things like this is not intentional, but if you look closely, you can see that almost all objects have this kind of visual spacing, forming like triangles etc. and equal visual spacing between objects. These examples were also taken from just a few seconds of the map.
try to copypaste more, don't make everything by hand, etc
I dont know what to say, 99% of the streams are copypasted and the 1% is scaled up to fit music. Most of the sliders are also copy pasted, i dont think i need to give an example for this...
i can't be specific about rhythm too because i can't quite understand what do you follow, sometimes there are 3-note streams, sometimes 5-note, sometimes 7, thats something i cannot really understand. overmapping is fine i guess, but when theres some logic behind iti can't be specific about rhythm too because i can't quite understand what do you follow, sometimes there are 3-note streams, sometimes 5-note, sometimes 7, thats something i cannot really understand. overmapping is fine i guess, but when theres some logic behind it
Okay, so, what do i follow? The drums and the loud sound in the background (you know what i mean). I guess i can be more specific and explain my rhythm choice. First chorus: In the first chorus i start triples on the high pitch sound in the background, every single time. This is to seperate the triples from the 5-burst streams, and make it easily readable and predictable. I think the most important thing is that my notes aren't random. When you hear this sound in the background you know its going to be a triple, and it's no longer random triples. I always use 5-burst stream when there is 4 sounds in a row that are not important (does not need to be emphasised, so a stream fits to give equal emphasis), and the 5-bursts always end on a mid-tier important sound. Since it ends on this sound it gives emphasis to the sound it is ending on, and the 4 notes before not as much. This makes sense right? The consistent loud clap/kick sound is always a clickable, and not a part of a stream, to give proper emphasis. now the 7-burst streams 01:41:101 (1,2,3,4,1,2,3) - this part is mapped as a stream because slider number 3 actually starts at 1 if you listen closely (25%). A stream here makes more sense, as it "feels" more like slider movement, and the 1 is emphasised in the way it should be. 02:03:426 (1,2,3,4,1,2,3) - this is the same thing. Just gonna add 01:35:345 (2,3,4,5) - Here i am following the high pitch noises in the background, as they tie back to the third chorus where they change intensity and frequency which seperates the two chorus's. 03:44:763 (1,2,1,2,3,1,2,3,1) - listen to the frequency vs first chorus. Many people may would have ignored these sounds, but i find them rather interesting as it creates a whole other feel in the third chorus.
overmapping is fine i guess, but when theres some logic behind it
It isn't overmapping if there are sounds on the notes.
jump distance varies quite a lot, music is mostly monotone so most of the difficulty should come from stamina strain
Music isn't monotone for the reasons i mentioned above, and the second chorus has vocals where as the first doesn't, which is a BIG difference and is not monotone at all. I use high spacing and sharp angles for important sounds, i dont have to explain that?
not from sudden long jump or long jump chain which cause difficulty spike for unjustified reason
It's not unjustified when the song is completely different in one aspect.
Sorry for not being specific, concerns which i think matter appear repeatedly through the map so i guess you better check for yourself. Hope that i helped somehow even with this type of mod and good luck
I really hope you can reply, as i am geniunely interested in constructive criticism. As of right now this wasn't very helpful, but it can be if you give examples and explain yourself better. I'm not trying to sound like i know it all, i'm just saying i dont understand your modv very well. Sorry if i sounded too grumpy, i am writing this in the middle of the night and im tired as hell ;) Atleast i said it as it is.
Hectic
Hi, i read your response and i guess that was my mistake that i didn't actually write timestamps and examples. I want to clarify that i didn't mean to be harsh in any way, all i wrote was based on my experience and i wanted to share that in order to help you execute your ideas better. Now i'll give some examples

  1. 00:47:729 (1,2,3,4,5,6,7,8) - compare this combo to the previous one. Sounds which are represented are almost the same, but this combo is so different, it even seems that it consists of different patterns. 00:47:729 (1,2,3) - (1) and (2) here visually connected while (3) looks like something different because of its position , it is part of this structure 00:48:426 (3,4,5,6) - But how are these sounds connected and how did you organize your objects? All of these 00:47:729 (1,2,3,4,5,6,7,8) - sounds are almost the same and what appears on the screen doesn't represent that well imo because there are so many connections and patterns. All of these are different 00:47:729 (1,2) - 00:48:426 (3,4,5,6) - 00:49:473 (6,7,8) - but musically they are not. Besides that, ds changes quite a lot without an obvious reason. Visual distance too (00:48:426 (3,4,5,6) - spaced out while 00:49:473 (6,7,8) - crammed)
  2. 00:49:822 (7,8,1,2) - thats hard to read
  3. 00:50:868 (3,4,5,6,7) - whats with ds/visual space variations?
  4. 00:52:613 (1,2,3,4) - it doesn't look like smooth spacing graduation if you went for that, it looks random and messy
  5. 00:53:136 (4,1,2) - visual distance. 1-4 has a fair amount of space between while 1-2 are almost touching. such things don't look nice
  6. 00:54:182 (1,2,3,4) - whats with space and shape?
  7. 00:56:275 (3,4,1) - visual distance
  8. 01:04:473 (3) - why this slider has special shape?
  9. 01:07:089 - this doesn't feel like new section, theres no contrast in this trasition
  10. 01:07:089 (1,2,3,4,5,6,7,8,9,10) - 01:08:485 (1,2,3,4,5,6,7,8,9) - 01:09:880 (1,2,3,4,5,6,7,1) - 01:11:275 (2,3,4,5,6,7,8,9,10,11) - etc. - theres no meaning behind position of any note if this combo (except for streams but they kinda work as one element). there are no things that look appealing. No symmetry, no perfect shapes, no anything else. Well, its kinda ok sometimes, but such things appear too often here. Elements of a combo should be connected, and all combos should work as an organism, thats how good structure is made
  11. 01:10:926 (1,2) - swap nc
  12. 01:14:066 (1,1) - why are there ncs?
  13. 01:24:182 (1,2) - whats with visual distance (ugly touch)
  14. 01:23:136 (1,2,1,2,3) - why did you decide to challenge player's readability all of a sudden?
  15. 01:32:031 (3,4,1) - ds and shape
  16. 01:34:647 (2,1) - blanket
  17. 01:36:740 (5,1) - looks like you tried to make a blanket here, but why? its unnoticable ingame cause these object are so far apart on the timeline. you just made this 01:37:613 (3,4,1) - look ugly
  18. 01:37:787 (1,2,3,4,5,1,2,3,4,5,1,2,3) - in previous sections you made streams but there are none of them here but it sounds pretty similar (actually, as for rhythm, why didn't you just map to bass and kick drum? because as it is now, those streams don't represent anything imo. If you think they do, then think if it really worth it if those sounds are so unnoticable and little? 1/4 sounds seem to be consistent, they are everywhere. If there are sounds in music, it doesn't mean that they should be mapped)
  19. 01:41:537 (2) - listened on 25% and couldn't hear anything here
  20. 01:52:264 (1) - why nc here?
I'm gonna stop there. The reason why i wasn't specific in my mod is because i didn't want to impose my point of view. Sorry for not being informative enough. I hope that now you understand me better but if you still have questions, i'd be happy to talk ingame. Take into consideration that im not that experinced and if you think that your reasoning is strong and your choices represent music in a good way, than keep them
Topic Starter
ZenzZ_DELETED

h4d0uk3n1 wrote:

Hi, i read your response and i guess that was my mistake that i didn't actually write timestamps and examples. I want to clarify that i didn't mean to be harsh in any way, all i wrote was based on my experience and i wanted to share that in order to help you execute your ideas better. Now i'll give some examples

  1. 00:47:729 (1,2,3,4,5,6,7,8) - compare this combo to the previous one. Sounds which are represented are almost the same, but this combo is so different, it even seems that it consists of different patterns. I'm mapping two completely different sounds, they dont sound similar. 00:47:729 (1,2,3) - (1) and (2) here visually connected while (3) looks like something different because of its position, it is part of this structure 00:48:426 (3,4,5,6) - But how are these sounds connected and how did you organize your objects? I agree this part is bad, reorganized All of these 00:47:729 (1,2,3,4,5,6,7,8) - sounds are almost the same and what appears on the screen doesn't represent that well imo because there are so many connections and patterns. All of these are different 00:47:729 (1,2) - 00:48:426 (3,4,5,6) - 00:49:473 (6,7,8) - but musically they are not. Besides that, ds changes quite a lot without an obvious reason. Visual distance too (00:48:426 (3,4,5,6) - spaced out while 00:49:473 (6,7,8) - crammed)^
  2. 00:49:822 (7,8,1,2) - thats hard to read Yeah, removed.
  3. 00:50:868 (3,4,5,6,7) - whats with ds/visual space variations? Yes, reorganized
  4. 00:52:613 (1,2,3,4) - it doesn't look like smooth spacing graduation if you went for that, it looks random and messy yes, agree
  5. 00:53:136 (4,1,2) - visual distance. 1-4 has a fair amount of space between while 1-2 are almost touching. such things don't look nice Fixed, (i think?)
  6. 00:54:182 (1,2,3,4) - whats with space and shape? Dont know, what do you mean?
  7. 00:56:275 (3,4,1) - visual distance I think visual distance is fine, its a perfect triangle, and a blanket. Also i wanted to emphasise 1.
  8. 01:04:473 (3) - why this slider has special shape? I dont know, fixed
  9. 01:07:089 - this doesn't feel like new section, theres no contrast in this trasition What do you mean? 5 burst-streams start, spacing changes, and object density gets higher. Slider velocity and shapes changes.
  10. 01:07:089 (1,2,3,4,5,6,7,8,9,10) - 01:08:485 (1,2,3,4,5,6,7,8,9) - 01:09:880 (1,2,3,4,5,6,7,1) - 01:11:275 (2,3,4,5,6,7,8,9,10,11) - etc. - theres no meaning behind position of any note if this combo (except for streams but they kinda work as one element). there are no things that look appealing. No symmetry, no perfect shapes, no anything else. Well, its kinda ok sometimes, but such things appear too often here. Elements of a combo should be connected, and all combos should work as an organism, thats how good structure is made Everything doesnt have to be symmetry to be structure, im gonna explain how i structured it with examples: 01:07:264 (2,9,10) - triangle with equal distance, 01:07:264 (2,3,4) - triangle, 01:09:531 (8,9,7) - equal distance, 01:09:531 (8,9,1,2) - symmetrical, 01:11:275 (2,4,10,11) -, 01:10:403 (3,4,5,6,7,5,6,7,8,9) - mirrored, these things may note be obvious, but i think people pick up on it subconsciously when playing. So, yes there is symmetry, but i must admit there's not alot in this section. There are alot of perfect shapes (mostly triangles). Now whether these concepts are obvious enough, that's another thing.
  11. 01:10:926 (1,2) - swap nc Fair enough
  12. 01:14:066 (1,1) - why are there ncs? Dont know, fixed
  13. 01:24:182 (1,2) - whats with visual distance (ugly touch) It's fine imo
  14. 01:23:136 (1,2,1,2,3) - why did you decide to challenge player's readability all of a sudden? This is not hard to read lol, especially not at this level.
  15. 01:34:647 (2,1) - blanket ?
  16. 01:36:740 (5,1) - looks like you tried to make a blanket here, but why? its unnoticable ingame cause these object are so far apart on the timeline. you just made this 01:37:613 (3,4,1) - look ugly hmm, fair enough, but i still think the blanket is barely noticeable.
  17. 01:37:787 (1,2,3,4,5,1,2,3,4,5,1,2,3) - in previous sections you made streams but there are none of them here but it sounds pretty similar (actually, as for rhythm, why didn't you just map to bass and kick drum? because as it is now, those streams don't represent anything imo. If you think they do, then think if it really worth it if those sounds are so unnoticable and little? 1/4 sounds seem to be consistent, they are everywhere. If there are sounds in music, it doesn't mean that they should be mapped) 01:38:310 (3,5) -, there are no streams because i am following the high pitch sound in the background, please turn up your volume and notice where i put whistles. If there are sounds in the music they dont necessarily need to be mapped no, but i tried to map as much as possible, while still staying true to what i mainly follow: The load snare 1. and 3. white tick, and the main melody piano thing (you know what i mean)
  18. 01:41:537 (2) - listened on 25% and couldn't hear anything here Dont know what to say, there is clearly a sound there
  19. 01:52:264 (1) - why nc here? I use NC on every 5 burst stream, to make them easily readable and not have random numbers (which can be confusing).
I'm gonna stop there. The reason why i wasn't specific in my mod is because i didn't want to impose my point of view. Sorry for not being informative enough. I hope that now you understand me better but if you still have questions, i'd be happy to talk ingame. Take into consideration that im not that experinced and if you think that your reasoning is strong and your choices represent music in a good way, than keep them
Thank you for your mod, this was very helpful, and i understand your thought process more. You seem to be pointing out most issues in the first 2 minutes of the map, which is also where i personally find there are most problems. I'm considering remapping the first chorus entirely, and create more consistent slidershapes and angles, while also taking into consideration what you said about symmetry, and making "patterns". Thanks for taking the time!

Edit: remapped first chorus.
Nowaie
aaaaaa from SM8 que

General

You could set up some combo colours

soft-hitwhistle2 seems to be unused

02:37:786 - Since you are using slider velocity multipliers out of the bounds of the osu! editor, you need to issue a statement in the map description that you are using really slow SV multipliers


Map

The sliderstack pattern is cool but the volume should go up here 00:47:380 - since the sound on that is more notable than the one before it (simple). Also 5% would be unrankable to use for the sliderhead since they have to have some kind of feedback which 5% does not really give. For example use 25% for 00:47:380 -,raise it up to like 40% on 00:47:729 - and use similar stylish fade out for the second slider pattern

01:00:113 (1,2,1,2,1,2) - Quite a lot of NCing here, removing it from 01:00:113 (1) - should be enough

01:01:682 (1,2,3,4,5) - It'd be nice to have some kind of spacing emphasis for this pattern since sounds go up over 2|3|4|5-> so for example you could use spacing like this https://puu.sh/xBpRh/bf542742a8.png for 01:01:682 (1,2,3,4,5) -

01:07:438 (3,4,5,6,7,8) - It'd be nicer if these were lined up or alternatively placed so it would not look like they're almost lined up like here 01:19:996 (3,4,5,6,7,8) -

01:21:043 - I don't see a reason to stop following the drums here for the sake of the piano. Just follow them all the way through that section

01:29:415 - You are making the rhythm much more complicated than it is. If you listen to the rhythm on 25% speed between 01:29:415 - and 01:32:205 - , the first actual point where the usage of 1/4 clickables is justified, is actually on 01:31:333 (4,5,1) -. Yes, the sound is there but when compared to the drum beats around it, it's so so much less stronger it's basically not existing. I would suggest just removing the 1/4 hitcircles and using slidertails or just removing them completely to represent the near silent sounds since having them as clickables does not accurately represent the sounds. Applies to most of the 1/4 clickables in the non-kiai intense sections

01:31:333 (5,6,1) - Stuff like this just does not look good nor play well. Aesthetically you'd want to create movement that lasts throughout the pattern so basically that the circles would support the slider. Not taking the aesthetic aspect into the count, this is still a pain for the players as the movement is generally uncomfortable as it creates curvature which is not supported by anything and it's getting repeated a lot in this map. This kind of patterns only really work in the hands of an experienced mapper and only rarely on that case. Since you aren't that good in mapping yet, this kind of skill will come over time but right now my suggestion would be to try to create sliders which work with your other mapping (and maybe like that most of the sliders would look closer to 01:44:415 (1) - than 01:40:578 (1) - or 02:02:903 (1) - )

01:41:101 (3,4,5,6,1,2,3) - Just for another example to the issue stated above, this looks just painful to see as the ideal would be that the curvature used for the stream would continue on the slider, https://puu.sh/xBNlk/822fbaa01b.png

01:31:508 (1,2,3) - 01:33:252 (1) - Having comboes that are like 3 objects or even a single object long doesn't really work in an intense section such as this one. A great rule of thumb would be to NC every measure unless there is something special that needs representation like a big SV multiplier change so the NC would act as a warning like "hey this is going to be something different". Though it does not include small tone changes in the song for example as those can be easily represented through patterning

02:19:996 (1,2,3,4) - 02:31:951 (1,2,3,4,1) - I feel like these two patterns look and play kinda badly

02:51:216 (5,7) - Could be blanketed properly

02:59:065 - 03:01:856 - ect. I feel like the white ticks after the longer sliders should be clickables because the loud snare drum really should be represented to the players as important and notable aspect of the song

03:00:635 (1,2,3,4) - Just no. The spacing is questionable all together (more about this at the end of the mod) but this has much much more spacing that is straight up unjustified as there is nothing specific in the melody that could ever be represented by this kind of a pattern

The S shaped sliders such as 03:01:507 (1) - imo don't really work in the same fashion as the 1/2 sliders i talked about earlier in the mod. Shortly, the shape is not supported by the other objects so it feels out of place plus the movement formed by it does not improve the playability nor the feeling in any way

04:28:018 (1,1,1) - Continuing the pattern you did with the first two hitcircles would fit here much better since you are doing that to all the 3/1 object gaps

04:41:274 (1,2,1,2,1,2,1,2) - It'd be kinda nice to see a clear way to map the 2/1 gaps and 1/1 gaps since this pattern looks extremely simplistic when compared to the tone changes it actually has

(Since i don't want to note out every similar issue, try to think about suit the suggestions to other parts of the map aswell)

[]

The structure isn't really working out overall. This is not something i can assist you through a mod but you have to experiment with and actively try to think what would be the best way of mapping so it works with the song

The spacing feels quite forced most of the time (atleast considering the huge jumps 01:50:345 (1,2,3,4,5,6,7,8) - 03:07:960 (6,1,2,3,4,5) - ) since the song is not really asking for anything like that but rather maybe something closer to this https://puu.sh/xBNHT/6653684073.png. A map representing this song should not be over 6 stars but rather closer to 5,25. Also I feel like you are specifically using it to represent individual sounds of the melody sometimes but you still have many spots such as here 03:02:030 (2,3,4) - (the 3 has more spacing than the 4) where you completely abandon that idea which is imo emphasis wise completely wrong if you ask me since the 4 has a loud synthesizer sound and a snare. This 03:05:693 (6,7,8,1,2,3,4,1) - would be a great example of doing it correctly

Slider shapes, they might be a bit hard to handle first but you will get better over time. Though using simple, (nearly) straight sliders or very simple advanced shapes (ect.) would probably improve the looks for your mapping right now and only make up more interesting stuff when you know it is justified

Good luck~
Topic Starter
ZenzZ_DELETED

DTM9 Nowa wrote:

aaaaaa from SM8 que

General

You could set up some combo colours

soft-hitwhistle2 seems to be unused

02:37:786 - Since you are using slider velocity multipliers out of the bounds of the osu! editor, you need to issue a statement in the map description that you are using really slow SV multipliers


Map

The sliderstack pattern is cool but the volume should go up here 00:47:380 - since the sound on that is more notable than the one before it (simple). Also 5% would be unrankable to use for the sliderhead since they have to have some kind of feedback which 5% does not really give. For example use 25% for 00:47:380 -,raise it up to like 40% on 00:47:729 - and use similar stylish fade out for the second slider pattern

01:00:113 (1,2,1,2,1,2) - Quite a lot of NCing here, removing it from 01:00:113 (1) - should be enough

01:01:682 (1,2,3,4,5) - It'd be nice to have some kind of spacing emphasis for this pattern since sounds go up over 2|3|4|5-> so for example you could use spacing like this https://puu.sh/xBpRh/bf542742a8.png for 01:01:682 (1,2,3,4,5) -

01:07:438 (3,4,5,6,7,8) - It'd be nicer if these were lined up or alternatively placed so it would not look like they're almost lined up like here 01:19:996 (3,4,5,6,7,8) -

01:21:043 - I don't see a reason to stop following the drums here for the sake of the piano. Just follow them all the way through that section

01:29:415 - You are making the rhythm much more complicated than it is. If you listen to the rhythm on 25% speed between 01:29:415 - and 01:32:205 - , the first actual point where the usage of 1/4 clickables is justified, is actually on 01:31:333 (4,5,1) -. Yes, the sound is there but when compared to the drum beats around it, it's so so much less stronger it's basically not existing. I would suggest just removing the 1/4 hitcircles and using slidertails or just removing them completely to represent the near silent sounds since having them as clickables does not accurately represent the sounds. Applies to most of the 1/4 clickables in the non-kiai intense sections

01:31:333 (5,6,1) - Stuff like this just does not look good nor play well. Aesthetically you'd want to create movement that lasts throughout the pattern so basically that the circles would support the slider. Not taking the aesthetic aspect into the count, this is still a pain for the players as the movement is generally uncomfortable as it creates curvature which is not supported by anything and it's getting repeated a lot in this map. This kind of patterns only really work in the hands of an experienced mapper and only rarely on that case. Since you aren't that good in mapping yet, this kind of skill will come over time but right now my suggestion would be to try to create sliders which work with your other mapping (and maybe like that most of the sliders would look closer to 01:44:415 (1) - than 01:40:578 (1) - or 02:02:903 (1) - )

01:41:101 (3,4,5,6,1,2,3) - Just for another example to the issue stated above, this looks just painful to see as the ideal would be that the curvature used for the stream would continue on the slider, https://puu.sh/xBNlk/822fbaa01b.png

01:31:508 (1,2,3) - 01:33:252 (1) - Having comboes that are like 3 objects or even a single object long doesn't really work in an intense section such as this one. A great rule of thumb would be to NC every measure unless there is something special that needs representation like a big SV multiplier change so the NC would act as a warning like "hey this is going to be something different". Though it does not include small tone changes in the song for example as those can be easily represented through patterning

02:19:996 (1,2,3,4) - 02:31:951 (1,2,3,4,1) - I feel like these two patterns look and play kinda badly

02:51:216 (5,7) - Could be blanketed properly

02:59:065 - 03:01:856 - ect. I feel like the white ticks after the longer sliders should be clickables because the loud snare drum really should be represented to the players as important and notable aspect of the song

03:00:635 (1,2,3,4) - Just no. The spacing is questionable all together (more about this at the end of the mod) but this has much much more spacing that is straight up unjustified as there is nothing specific in the melody that could ever be represented by this kind of a pattern

The S shaped sliders such as 03:01:507 (1) - imo don't really work in the same fashion as the 1/2 sliders i talked about earlier in the mod. Shortly, the shape is not supported by the other objects so it feels out of place plus the movement formed by it does not improve the playability nor the feeling in any way

04:28:018 (1,1,1) - Continuing the pattern you did with the first two hitcircles would fit here much better since you are doing that to all the 3/1 object gaps

04:41:274 (1,2,1,2,1,2,1,2) - It'd be kinda nice to see a clear way to map the 2/1 gaps and 1/1 gaps since this pattern looks extremely simplistic when compared to the tone changes it actually has

(Since i don't want to note out every similar issue, try to think about suit the suggestions to other parts of the map aswell)

[]

The structure isn't really working out overall. This is not something i can assist you through a mod but you have to experiment with and actively try to think what would be the best way of mapping so it works with the song

The spacing feels quite forced most of the time (atleast considering the huge jumps 01:50:345 (1,2,3,4,5,6,7,8) - 03:07:960 (6,1,2,3,4,5) - ) since the song is not really asking for anything like that but rather maybe something closer to this https://puu.sh/xBNHT/6653684073.png. A map representing this song should not be over 6 stars but rather closer to 5,25. Also I feel like you are specifically using it to represent individual sounds of the melody sometimes but you still have many spots such as here 03:02:030 (2,3,4) - (the 3 has more spacing than the 4) where you completely abandon that idea which is imo emphasis wise completely wrong if you ask me since the 4 has a loud synthesizer sound and a snare. This 03:05:693 (6,7,8,1,2,3,4,1) - would be a great example of doing it correctly

Slider shapes, they might be a bit hard to handle first but you will get better over time. Though using simple, (nearly) straight sliders or very simple advanced shapes (ect.) would probably improve the looks for your mapping right now and only make up more interesting stuff when you know it is justified

Good luck~
Thank you so much for the mod, i appreciate your honesty, and i realize now i still have a lot to learn about rhythm, structure etc. From your mod i realize that i have to remap the whole song, atleast the intense sections. Hopefully when i have done that it will come out better and more structured then it was. Also thanks for the tip about slider shapes, i think that will come in really handy when i remap this. While mapping this i was so focused on representing and emphasising every sound with different slider shapes and patterns, that it just turned into a mess of objects. I also wanted to create a challenging map, but that obviously just made bad worse. Again, thanks for the mod this was very helpful!
Nowaie
Maybe it would be better if you'd try to map shorter songs (like ~1:30) so you don't have to scrap that much work/effort if you want to remap. Mapping is something that takes a long time to master so my mod might've been bit too harsh considering your skill level but that's how things are. Don't give up on mapping and try to get feedback (read mods) from others regarding on what you should work on regularly. You have some aspects that are alright such as rhythm so you have a good start already

I'd recommend trying modding by yourself so you can analyze others' maps (and your ability to analyze your own mapping improves aswell) and maybe asking for mod exchanges (Mod for Mod) so you can learn more from the other modder's modding aswell

^^
Cherry Blossom
Hello, from my modding queue

Apparently you're going to remap, so i'll leave these few suggestions


  1. 01:01:857 (2,3,4) - here you can see that the distance between previous, and next objects are not the same when the song is the same here, and also the low distance between 01:01:857 (2,3) - does not really look natural to see and even play, so make the distance equal to 01:02:031 (3,4) - .
  2. 02:18:078 (7) - should be less curvy for aethetics, and it will be smoother to play. same goes for 02:47:553 (6) -
  3. 04:59:369 (1,2,3) - i don't know what you follow with these sliders, you skip an important beat on 04:59:718 - that should be played or followed by a sliderend
An advice i can give you is to rework the current rhythm on your map, you mainly follow vocals, but by trying to always follow them, you skip some important beats in the song, and that's not really recommended to do it when you map this kind of difficulty.

Good luck ~
Topic Starter
ZenzZ_DELETED

Cherry Blossom wrote:

Hello, from my modding queue

Apparently you're going to remap, so i'll leave these few suggestions


  1. 01:01:857 (2,3,4) - here you can see that the distance between previous, and next objects are not the same when the song is the same here, and also the low distance between 01:01:857 (2,3) - does not really look natural to see and even play, so make the distance equal to 01:02:031 (3,4) - . Yeah, i agree the distance between 2,3 looks bad, will fix. The reason for the gradual increase in spacing is that the sound gets gradually louder.
  2. 02:18:078 (7) - should be less curvy for aethetics, and it will be smoother to play. same goes for 02:47:553 (6) - ok
  3. 04:59:369 (1,2,3) - i don't know what you follow with these sliders, you skip an important beat on 04:59:718 - that should be played or followed by a sliderend I am following the vocals. For some reason the vocals are completely off from the piano in this part, you can see the struggle with the red lines. I feel like it would be way too boring to follow the slow piano here when the vocals are way more prominent and interesting.
An advice i can give you is to rework the current rhythm on your map, you mainly follow vocals, but by trying to always follow them, you skip some important beats in the song, and that's not really recommended to do it when you map this kind of difficulty. ^, thanks for the advice though i will keep that in mind.

Good luck ~
Thank you for taking the time even though there's not alot left of the map, i appreciate it!
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