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posted
This beatmap was submitted using in-game submission on lundi 11 juin 2018 at 01:23:56

Artist: Brandon Blume
Title: Legacy of Grabbag
Source: Duke Nukem
Tags: 3D PC Megadeth Gigadeth Lee Jackson Atomic Edition Forever 2007 Teaser Theme Zero Hour Bonus Duke3D Metal Cover Medley Nintendo 64 Playstation
BPM: 175
Filesize: 20858kb
Play Time: 05:05
Difficulties Available:
  1. 414 (5,77 stars, 1202 notes)


Download: Brandon Blume - Legacy of Grabbag
Information: Scores/Beatmap Listing
---------------
414 STAMINA MAP #3 => 414 STAMINA MAP #4 => 414 STAMINA MAP #5

HAIL TO THE KING, BABY!

WARNING : EPILEPTIC STORYBOARD, MAYBE 16+ BECAUSE OF BLOOD! MATURE LANGAGE ON HITSOUNDS!!!! REDOWNLOAD IF DOWNLOADED BEFORE 05/12/2017 FOR A SURPRISE!

414 : 100%

Original video : https://www.youtube.com/watch?v=uu9vDTs0ciE

The beatmap become harder after Zero Hour's Theme!!!

Slider velocity faster at the last part of the song (after Duke Nukem President for people who play with SB)

This map is a bit my SB practice so the SB may be "strange" or "WTF is that??"

Thanks to :

Hareimu (big help)

Professor Gila (Mod)

LiousPL (Mod)

Sinnoh (Mod)

Rew0825 (Mod)

AJamez (Mod)

koliron (Mod)

-Luminate (Mod)

Rougoku (Mod & stars, thanks a lot :D)

Divine Cake (Mod and advices)

Daletto (Mod)

IDu5t (Mod)
posted
right, i choose this map to mod, but not sure if i'd like to, since looks like the mapset hasn't been finished yet '^'

hmmm poke me again if you have completed the mapset...
posted

Professor Gila wrote:

right, i choose this map to mod, but not sure if i'd like to, since looks like the mapset hasn't been finished yet '^'

hmmm poke me again if you have completed the mapset...
The others difficulties are going to be deleted, I Only have 414 dif for the final mapset ;)
posted
Mod incoming!

If you were me, i would like to:

-Maybe you'd like to change HP to 7, AR & OD to 9.3?

-00:03:006 (2,3) - maybe you want to drag these to the very left to make a hyper (very left but not to edges so drag them to x:104)

-00:03:863 (5) - should you drag it closer to 00:03:521 (4) to make it a hyper...

-00:06:606 (1,2,3,4,5) - guess drag these to the very left (to x:88) and don't forget to make new combo on 5 and drag 5 closer to 4 (at least drag 5 to x:112)

-00:11:492 (5) , 00:11:835 (9) , and 00:12:178 (13) - make a new combo here (9 is 5 if 5 had made, and 13 is 5 if 9 had made a new combo)

-00:12:778 (2) - hmmm just drag this to the left to make 00:12:435 (1) a hyper

-00:25:464 (5) - make a new combo here

-00:19:464 (5) - maybe you'd like to reverse the selection by ctrl + g this? also make a new combo right there

-00:22:206 (5) - make a new combo here...

-00:25:464 (5) - same as above

-00:28:206 (5,9) - this also the same

-00:32:149 (5) - drag this to the left to make a hyper here

-00:32:664 (6) - make new combo right here...

That's all i can mod, like i said before, sorry if i couldn't mod all the parts ;w;
posted

Professor Gila wrote:

Mod incoming!

If you were me, i would like to:

-Maybe you'd like to change HP to 7, AR & OD to 9.3? Fixed

-00:03:006 (2,3) - maybe you want to drag these to the very left to make a hyper (very left but not to edges so drag them to x:104) Fixed

-00:03:863 (5) - should you drag it closer to 00:03:521 (4) to make it a hyper... Fixed

-00:06:606 (1,2,3,4,5) - guess drag these to the very left (to x:88) and don't forget to make new combo on 5 and drag 5 closer to 4 (at least drag 5 to x:112) Fixed, but someone else have told to me to put (5) closer to (6) for making (4) as an hyperdash, so I only have moved (1)-(4)

-00:11:492 (5) , 00:11:835 (9) , and 00:12:178 (13) - make a new combo here (9 is 5 if 5 had made, and 13 is 5 if 9 had made a new combo) Fixed

-00:12:778 (2) - hmmm just drag this to the left to make 00:12:435 (1) a hyper Fixed

-00:25:464 (5) - make a new combo here Fixed

-00:19:464 (5) - maybe you'd like to reverse the selection by ctrl + g this? also make a new combo right there Fixed

-00:22:206 (5) - make a new combo here... Fixed

-00:25:464 (5) - same as above Fixed

-00:28:206 (5,9) - this also the same Fixed

-00:32:149 (5) - drag this to the left to make a hyper here Fixed

-00:32:664 (6) - make new combo right here... Fixed

That's all i can mod, like i said before, sorry if i couldn't mod all the parts ;w; FDon't worry, it's really helpfull, I will try to find mistakes on others parts by myself ;)
posted
  • ~General

    1. Colours are blinded up with background so change it
      ~414
    2. 00:11:492 (1) - New combo here? Hmm, change it
    3. 00:11:835 (1) - ^
    4. 00:12:178 (1) - ^
    5. 00:19:121 (4) - Take it to x:104 for add movement
    6. 00:19:806 (2) - Ctrl+H
    7. 00:20:149 (3) - Ctrl+H and take it to x:112
    8. 00:23:235 (4) - Take it to x:200 for add hdash in this moment
    9. 00:23:921 (4,5) - Ctrl+H and take it to x:402 for add flow
    10. 00:24:778 (3) - Take it to x:384 for add flow again
    11. 00:25:978 (5) - Take it to x:288 for hdash
    12. 00:26:492 (3) - Take it to x:384 for add flow
    13. 00:26:835 (5) - Ctrl+H and x:128 for the same reason ^
    14. 00:27:521 (3) - Take it to x:128 again
    15. 00:27:864 (1,2,3) - x:136 for better flow up in the next section
    16. 00:28:892 (1) - Take it closer to 4, this is too hard already
    17. 00:31:806 (3) - x:256
    18. 00:33:349 (3) - x:240
    19. 00:33:692 (5) - x:224
    20. 00:35:921 (6) - x:416
    21. 00:38:664 (2,3) - Take them closer to make a hdash, for increase flow
    22. 00:39:178 (4,5) - ^

      Hmm that's all from me, Im don't really like the marathon maps, but im think this is helpful
      Im liked the song and the map so good luck with it! :)
posted
nya :3

LiousPL wrote:

  • ~General

    1. Colours are blinded up with background so change it Fixed
      ~414
    2. 00:11:492 (1) - New combo here? Hmm, change it Fixed
    3. 00:11:835 (1) - ^ Fixed
    4. 00:12:178 (1) - ^ Fixed
    5. 00:19:121 (4) - Take it to x:104 for add movement Fixed
    6. 00:19:806 (2) - Ctrl+H Fixed
    7. 00:20:149 (3) - Ctrl+H and take it to x:112 Fixed
    8. 00:23:235 (4) - Take it to x:200 for add hdash in this moment Fixed
    9. 00:23:921 (4,5) - Ctrl+H and take it to x:402 for add flow [/color]
    10. 00:24:778 (3) - Take it to x:384 for add flow again Fixed
    11. 00:25:978 (5) - Take it to x:288 for hdash Fixed
    12. 00:26:492 (3) - Take it to x:384 for add flow Fixed
    13. 00:26:835 (5) - Ctrl+H and x:128 for the same reason ^ Fixed
    14. 00:27:521 (3) - Take it to x:128 again Fixed
    15. 00:27:864 (1,2,3) - x:136 for better flow up in the next section Fixed
    16. 00:28:892 (1) - Take it closer to 4, this is too hard already Fixed
    17. 00:31:806 (3) - x:256 Fixed
    18. 00:33:349 (3) - x:240 Fixed
    19. 00:33:692 (5) - x:224 Fixed
    20. 00:35:921 (6) - x:416 Fixed
    21. 00:38:664 (2,3) - Take them closer to make a hdash, for increase flow Fixed
    22. 00:39:178 (4,5) - ^ Fixed

      Hmm that's all from me, Im don't really like the marathon maps, but im think this is helpful Of course :D
      Im liked the song and the map so good luck with it! :)[color=#00FF00]Thanks a lot :D[/color]
Thanks a lot for your mod :D
posted
Had to disable storyboard and hitsounds, wtf is with these memes lol
but speaking of hitsounds, they should all be in .wav format, not mp3.

General
Turn off “Samples match playback rate”. If you listen to the song while playing DT or HT, you can hear why this is a bad idea.

Top diff
Your slider velocity is pretty low. Increase it to 1.7 or 1.8x. When doing a hyperdash to a slider, it's too easy to overshoot the slider tail. Increasing SV will improve flow significantly. It also makes general gameplay more interesting if there's more movement, just walking is not too fun to play.
00:26:664 (4,5) - Example of place which suffers from low SV. You had lots of fast movement in the previous section, but the low SV forces the player to slow down and walk, which kills momentum.
Lower HP drain, 7 is too high for this kind of map.

00:00:949 (1) - These are in 1/6 snap
00:01:121 (4) - There's a clear guitar sound on the 1/2, use a 1/2 instead of a 3/4 slider to follow the music's rhythm.
00:01:464 (5) - This downbeat should have a hyperdash to it for emphasis, bit under-emphasised currently.
00:01:978 (7,8,9) - The drums here are pretty passive in the music, mapping 8 & 9 with a slider tail or repeat slider will decrease the emphasis on these.
00:02:492 (1) - There is a strong sound in the middle of the slider, change this slider to be a circle + 1/2 slider and it will follow the guitar better. Putting strong sounds on slider heads / circles gives more emphasis than putting them on a slider tail.
Here's what your rhythm would look like if you applied all changes above. https://puu.sh/yfNo4/8082b9a046.png
Note that it does prioritise guitar above the snare drum when mapping the music, whereas you prioritised snare. I think it's better to choose guitar here, as it's more unique to the song, and has a lot more rhythm changes.

00:05:406 (5,7) - There's a finish on the tail of these sliders, they should have hyperdashes to them as they are prominent unique bits.
00:10:549 (3,4) - You used mostly 1/2 sliders here, but the song has a strong sound on each and every 1/2 for these sliders. Use a repeat slider, or circles to map the change in song by changing rhythm. This also lets you map 00:11:063 (4) - as a stronger beat with a hyperdash.
It's starting to get a bit repetitive with what I'm saying here. Based on the feedback, go through your map, find important and prominent sounds that you think are worth emphasising, and make sure they are on circles or slider heads. Putting them on slider ends decreases the emphasis on them, and the rhythm isn't very intuitive. I won't cover rhythm any further to help focus on other issues.

00:11:149 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - If you listen to the music a little slower, you'll notice that it's not just a long stream. Delete 00:11:149 (1,5,9) - There are breaks in the drum, applying this rhythm change follows the drum's rhythm better.
00:23:406 (1,2,3,4,5,1,2,3,4) - Placing objects on the other sides of the screen is a pretty large diff spike, even for a small increase in song pacing. Nerf the distances so they’re consistent with object spacing of the rest of the map.
00:25:378 (4,1) - The sound to emphasise here is 1, not 4. Change your pattern by moving 4 next to 3, this will change the pattern so there is a hyperdash to 1, which emphasises the most important sound.
00:27:864 (1) - Your NC pattern is following the sounds that should be prioritised, but your note placements are not D: The song is normally split into note groups of 2s and 4s. If you move 00:28:121 (4) - to the other side, you can see that the note groupings are 00:27:864 (1,2,3,4) - 00:28:206 (1,2) - 00:28:378 (3,4) - and 00:28:549 (1,2,3,4) - . Have a hyper on the end of each one to emphasise the start of the next one.
00:28:892 (1) - Add hyperdash for emphasis on the downbeat.
00:42:606 (1,2,3,4) - This was a fairly unexpected edge dash after the previous calm section, not much has changed in the music, so making it a bit easier or mapping consistently to the previous section works better.
00:45:349 (1,2,3) - This can almost be considered a hyper into edge dash, which is unrankable on all diffs. Nerf the jump of 2,3 a bit.
00:54:435 (6) - Antiflow is really weak here, it’s hard to decide whether to move backwards, or stand in place. Increase it’s movement in either direction so it’s clearer what to do.
00:57:349 (1,2,3,1) - On the previous jumps, all dashes were on the edge of the screen, so it would be natural to assume 00:58:378 (1) - would be on the edge. However, it’s in the middle. Ctrl-g so that it’s a bit easier to follow flow.
01:00:606 (3,1) - Same issue above, move 1 closer to the middle will be easier to read.
01:02:835 (1,2,3,4) - The contrast of spacing between this and 01:04:206 (1,2,3,4) - is too much. The first is unnaturally small spacing between objects, and the latter are almost edge-dashes. Decrease the distance change between them so it’s a bit easier to follow.
01:06:949 (5) - not a good idea to have downbeats on a slider tail. Use a ½ slider and place a circle at 01:07:292 (6) - on the left side to have a hyperdash.
01:18:949 (4,5) - Your distances between objects are really inconsistent in this area, which leads to edge dashes and inconsistent use of hypers. Watch this through the editor a couple times, and figure out where the edge dashes are.
01:41:406 (5,1) - Distance between these two objects is too small, add a hyperdash
01:58:721 (6) - you forgot to nc

I think the main things you need to do is testplay this a couple more. There are some issues that are pretty easy to find if you play the map and find parts that are too hard to FC. Those would be the areas that need to be changed to flow better.
posted

Sinnoh wrote:

Had to disable storyboard and hitsounds, wtf is with these memes lol all is from the original game, I wanted to add those hitsounds because it's looked good :3 For the SB, it's my first SB so~~ it can look bad ^^"
but speaking of hitsounds, they should all be in .wav format, not mp3. Fixed

General
Turn off “Samples match playback rate”. If you listen to the song while playing DT or HT, you can hear why this is a bad idea. Fixed, but I have turned it on for having the voices working good with DT and HT

Top diff
Your slider velocity is pretty low. Increase it to 1.7 or 1.8x. When doing a hyperdash to a slider, it's too easy to overshoot the slider tail. Increasing SV will improve flow significantly. It also makes general gameplay more interesting if there's more movement, just walking is not too fun to play.
00:26:664 (4,5) - Example of place which suffers from low SV. You had lots of fast movement in the previous section, but the low SV forces the player to slow down and walk, which kills momentum. Fixed
Lower HP drain, 7 is too high for this kind of map.I think the HP Drain isn't too high, I have already lowed it (it was 8 before)

00:00:949 (1) - These are in 1/6 snap yes :3
00:01:121 (4) - There's a clear guitar sound on the 1/2, use a 1/2 instead of a 3/4 slider to follow the music's rhythm. Fixed
00:01:464 (5) - This downbeat should have a hyperdash to it for emphasis, bit under-emphasised currently. Fixed
00:01:978 (7,8,9) - The drums here are pretty passive in the music, mapping 8 & 9 with a slider tail or repeat slider will decrease the emphasis on these. Fixed
00:02:492 (1) - There is a strong sound in the middle of the slider, change this slider to be a circle + 1/2 slider and it will follow the guitar better. Putting strong sounds on slider heads / circles gives more emphasis than putting them on a slider tail.
Here's what your rhythm would look like if you applied all changes above. https://puu.sh/yfNo4/8082b9a046.png
Note that it does prioritise guitar above the snare drum when mapping the music, whereas you prioritised snare. I think it's better to choose guitar here, as it's more unique to the song, and has a lot more rhythm changes. There's the same rhythm 4 times on the song (if I don't have mistaken my count ^^" ) so I have prefered to follow the drum on the begin and following the song on the other ;)

00:05:406 (5,7) - There's a finish on the tail of these sliders, they should have hyperdashes to them as they are prominent unique bits. Fixed
00:10:549 (3,4) - You used mostly 1/2 sliders here, but the song has a strong sound on each and every 1/2 for these sliders. Use a repeat slider, or circles to map the change in song by changing rhythm. This also lets you map 00:11:063 (4) - as a stronger beat with a hyperdash.
It's starting to get a bit repetitive with what I'm saying here. Based on the feedback, go through your map, find important and prominent sounds that you think are worth emphasising, and make sure they are on circles or slider heads. Putting them on slider ends decreases the emphasis on them, and the rhythm isn't very intuitive. I won't cover rhythm any further to help focus on other issues. ok, I think having understood, I wil see for the others parts of the song ;)

00:11:149 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - If you listen to the music a little slower, you'll notice that it's not just a long stream. Delete 00:11:149 (1,5,9) - There are breaks in the drum, applying this rhythm change follows the drum's rhythm better. Fixed
00:23:406 (1,2,3,4,5,1,2,3,4) - Placing objects on the other sides of the screen is a pretty large diff spike, even for a small increase in song pacing. Nerf the distances so they’re consistent with object spacing of the rest of the map. I will not change this part, sorry ;)
00:25:378 (4,1) - The sound to emphasise here is 1, not 4. Change your pattern by moving 4 next to 3, this will change the pattern so there is a hyperdash to 1, which emphasises the most important sound. Fixed
00:27:864 (1) - Your NC pattern is following the sounds that should be prioritised, but your note placements are not D: The song is normally split into note groups of 2s and 4s. If you move 00:28:121 (4) - to the other side, you can see that the note groupings are 00:27:864 (1,2,3,4) - 00:28:206 (1,2) - 00:28:378 (3,4) - and 00:28:549 (1,2,3,4) - . Have a hyper on the end of each one to emphasise the start of the next one. Fixed
00:28:892 (1) - Add hyperdash for emphasis on the downbeat. Fixed
00:42:606 (1,2,3,4) - This was a fairly unexpected edge dash after the previous calm section, not much has changed in the music, so making it a bit easier or mapping consistently to the previous section works better. Fixed
00:45:349 (1,2,3) - This can almost be considered a hyper into edge dash, which is unrankable on all diffs. Nerf the jump of 2,3 a bit. Fixed
00:54:435 (6) - Antiflow is really weak here, it’s hard to decide whether to move backwards, or stand in place. Increase it’s movement in either direction so it’s clearer what to do. Fixed
00:57:349 (1,2,3,1) - On the previous jumps, all dashes were on the edge of the screen, so it would be natural to assume 00:58:378 (1) - would be on the edge. However, it’s in the middle. Ctrl-g so that it’s a bit easier to follow flow. Fixed
01:00:606 (3,1) - Same issue above, move 1 closer to the middle will be easier to read. Fixed
01:02:835 (1,2,3,4) - The contrast of spacing between this and 01:04:206 (1,2,3,4) - is too much. The first is unnaturally small spacing between objects, and the latter are almost edge-dashes. Decrease the distance change between them so it’s a bit easier to follow. Fixed
01:06:949 (5) - not a good idea to have downbeats on a slider tail. Use a ½ slider and place a circle at 01:07:292 (6) - on the left side to have a hyperdash. Fixed
01:18:949 (4,5) - Your distances between objects are really inconsistent in this area, which leads to edge dashes and inconsistent use of hypers. Watch this through the editor a couple times, and figure out where the edge dashes are. Fixed
01:41:406 (5,1) - Distance between these two objects is too small, add a hyperdash Fixed
01:58:721 (6) - you forgot to nc ah, yeah, totally forgotten, sorry XD

I think the main things you need to do is testplay this a couple more. There are some issues that are pretty easy to find if you play the map and find parts that are too hard to FC. Those would be the areas that need to be changed to flow better.
Thanks a lot for you mod, I will do testplay for seeing the problems (or finding people who having the skill for FC overdoses)
posted
Hello from my modding queue! //Sorry for very late ;w;
414
  1. 00:32:149 (5,1) - Distance is look too far I think it will better if you make it Hdash?
  2. 01:05:235 (4,1) - It's so far and look very hard to catch (1) I suggest make it Hdash on (4) for easier.
  3. 01:21:949 (12,13,14,15,16) - Change this to another pattern is better. I suggest add note x:216 on 01:21:949 and the other part change stream to curve pattern. like this. (13) - x:96, (14) - x:112, (15) - x:152, (16) - x:200 and (17) - x:256.
  4. 01:23:749 (1) - I suggest change this to vertical slider. Look it better for me.
  5. 01:27:864 (1,2) - Distance is too far and hard to catch (2) I suggest move 01:27:864 (1) - to x:192
  6. 01:58:549 (5,1) - Please add Hdash between it look jam ;w;.
  7. 02:09:349 (1,2,3,4,5,6,7,8,9,10,1) - It's look a weird jump for me. I suggest move 02:09:692 (5) - to x:256, 02:10:035 (9) - x:280 and 02:10:121 (10) - x:336
  8. 02:19:806 (10,1) - Please add hdash between it ;w;.
  9. 02:23:064 (2,1) - I think dash is look far a bit. I suggest move 02:23:578 (1) - to x:336
  10. 03:41:664 (2,4) - Move this to left 3 grid for easier play with hdash.
  11. 04:02:835 (1) - Move to left 1 grid and 04:03:006 (2) - move to right 1 grid for easier play with hdash.
  12. 04:14:149 (4,6) - Move to left 2 grid for easier play with hdash
Hope it can help you. Good luck sorry again about very late TT.
posted

rew0825 wrote:

Hello from my modding queue! //Sorry for very late ;w; Don't worry, better late than never ;)
414
  1. 00:32:149 (5,1) - Distance is look too far I think it will better if you make it Hdash? Fixed
  2. 01:05:235 (4,1) - It's so far and look very hard to catch (1) I suggest make it Hdash on (4) for easier. Fixed
  3. 01:21:949 (12,13,14,15,16) - Change this to another pattern is better. I suggest add note x:216 on 01:21:949 and the other part change stream to curve pattern. like this. (13) - x:96, (14) - x:112, (15) - x:152, (16) - x:200 and (17) - x:256. Fixed
  4. 01:23:749 (1) - I suggest change this to vertical slider. Look it better for me. Fixed
  5. 01:27:864 (1,2) - Distance is too far and hard to catch (2) I suggest move 01:27:864 (1) - to x:192 Fixed
  6. 01:58:549 (5,1) - Please add Hdash between it look jam ;w;. Fixed
  7. 02:09:349 (1,2,3,4,5,6,7,8,9,10,1) - It's look a weird jump for me. I suggest move 02:09:692 (5) - to x:256, 02:10:035 (9) - x:280 and 02:10:121 (10) - x:336 Fixed
  8. 02:19:806 (10,1) - Please add hdash between it ;w;. Fixed
  9. 02:23:064 (2,1) - I think dash is look far a bit. I suggest move 02:23:578 (1) - to x:336 Fixed
  10. 03:41:664 (2,4) - Move this to left 3 grid for easier play with hdash. Fixed
  11. 04:02:835 (1) - Move to left 1 grid and 04:03:006 (2) - move to right 1 grid for easier play with hdash.
  12. 04:14:149 (4,6) - Move to left 2 grid for easier play with hdash
Hope it can help you. Good luck sorry again about very late TT. It was really helpful and don't worry, better late than never ;)
Thanks a lot for your help :D
posted
halo from le Q

00:01:464 - u could hear the guitar sound here giving a new sound yet u didnt map it following on like what u did on 00:02:492 (1) - what i'd suggest is 00:01:121 (3) - shorten this slider to blue tick and move 00:01:464 (4) - to white tick and make it a repeat slider
00:05:235 - same issue here, the downbeat starts here yet it is mapped with a slidertail from the previous slider, 00:05:064 - add a circle here and make nessescary adjustments on the next objects after
00:12:349 (10,1) - feels weird when there's no hyper between these cus the slider gives a raelly strong sound and it's entering to a new section of the song, maybe move the slider to the right side instead perhaps ofr more comfy flow
00:18:264 (1,2,3,4,1,2,3,4,1,2,3,4) - this whole section really is too close with each other! give appropraite spacing for those plss really uncomfy to play
00:25:978 (5) - not sure about this note, it's hard to catch imo
00:45:178 (14,1) - missing hyper between these; the slider gives a strong cymbal sound
02:00:264 (1) - ds here is very bigg consider reducing it
02:27:521 (6,7,1) - ^ hArDD
02:32:835 (3,4) - should have hyper
02:35:235 (1,2) - ^
04:20:664 (1,2) - same issue as before, pls reduce the distance hereee
04:28:035 (6) - move this farther and make 5 a hyper since it's downbeat
04:30:435 (6,7) - lower the spacing here pls these are hard to catch coming from the slider
04:37:978 (3,4) - add hyper ple
05:03:092 (1) - spinner should be 1 beat from previous note, move this to white tick
posted

AJamez wrote:

halo from le Q

00:01:464 - u could hear the guitar sound here giving a new sound yet u didnt map it following on like what u did on 00:02:492 (1) - what i'd suggest is 00:01:121 (3) - shorten this slider to blue tick and move 00:01:464 (4) - to white tick and make it a repeat slider Fixed
00:05:235 - same issue here, the downbeat starts here yet it is mapped with a slidertail from the previous slider, 00:05:064 - add a circle here and make nessescary adjustments on the next objects after Fixed
00:12:349 (10,1) - feels weird when there's no hyper between these cus the slider gives a raelly strong sound and it's entering to a new section of the song, maybe move the slider to the right side instead perhaps ofr more comfy flow Fixed
00:18:264 (1,2,3,4,1,2,3,4,1,2,3,4) - this whole section really is too close with each other! give appropraite spacing for those plss really uncomfy to play Fixed
00:25:978 (5) - not sure about this note, it's hard to catch imo Added hyperdash
00:45:178 (14,1) - missing hyper between these; the slider gives a strong cymbal sound Fixed
02:00:264 (1) - ds here is very bigg consider reducing it Fixed
02:27:521 (6,7,1) - ^ hArDD Changed pattern
02:32:835 (3,4) - should have hyper Fixed
02:35:235 (1,2) - ^ Fixed
04:20:664 (1,2) - same issue as before, pls reduce the distance hereee Fixed
04:28:035 (6) - move this farther and make 5 a hyper since it's downbeat Fixed
04:30:435 (6,7) - lower the spacing here pls these are hard to catch coming from the slider Fixed
04:37:978 (3,4) - add hyper ple Fixed
05:03:092 (1) - spinner should be 1 beat from previous note, move this to white tick Fixed
Thanks a lot for your mod :D
posted
mod
2017-12-06 19:06 Star Sapphire: hi^^
2017-12-06 19:06 koliron: hi
2017-12-06 19:06 Star Sapphire: excuse me to disappoint you, but I have seen your name on the CTB modder list
2017-12-06 19:06 Star Sapphire: and I wanted to ask you a favor(if you want, of course ;) )
2017-12-06 19:07 koliron: thats my list :^)
2017-12-06 19:07 koliron: sure
2017-12-06 19:07 Star Sapphire: can you mod a map for me please ^^"
2017-12-06 19:08 koliron: sure!
2017-12-06 19:08 koliron: do you have time to a irdc mod?
2017-12-06 19:08 koliron: ACTION is playing [https://osu.ppy.sh/b/1414184 Brandon Blume - Legacy of Grabbag [414]] <CatchTheBeat>
2017-12-06 19:08 Star Sapphire: yes, of course :)
2017-12-06 19:09 Star Sapphire: I prefer IRC mods :)
2017-12-06 19:09 Star Sapphire: ye, it's this one^^
2017-12-06 19:10 koliron: lmao
2017-12-06 19:10 koliron: ACTION is editing [https://osu.ppy.sh/b/1414184 Brandon Blume - Legacy of Grabbag [414]]
2017-12-06 19:10 Star Sapphire: it's an overdose ;)
2017-12-06 19:11 koliron: 00:06:949 (1,2) - this movement feels pretty weird, i think there should be a little more distance here,
2017-12-06 19:11 koliron: moving 2 a little to the right would plays alot better!
2017-12-06 19:11 Star Sapphire: from 1 to 2?
2017-12-06 19:11 koliron: yes
2017-12-06 19:11 Star Sapphire: moved from 3 block to the right
2017-12-06 19:13 koliron: 00:12:435 (1,2) - there were strong jumps here and suddenly this slider )))): those notes are too close! consider to replace 2 with 4 circles and add more space between them the current ones
2017-12-06 19:13 Star Sapphire: CTRL+H for the slider is ok?
2017-12-06 19:14 koliron: mmmh well, maybe
2017-12-06 19:14 Star Sapphire: (and CTRL+H for (3)
2017-12-06 19:15 koliron: 00:21:178 (2,3,4,1,2,3) - looks a little repetitive to me, what about ctrl+G in 00:22:206 (1) - then in 00:22:549 (2) - to make it a little more interesting
2017-12-06 19:16 Star Sapphire: CTRL+G for (2)?
2017-12-06 19:16 koliron: sure hwy not
2017-12-06 19:16 Star Sapphire: oki, so CTRL+G for (1) and (2)
2017-12-06 19:17 koliron: 00:39:692 (6,7) - too hard jump! pixel jumps in ctb are not that good xD its fine if you like them but try not to abuse!!! i'd put them a little more close OR make an hyper
2017-12-06 19:17 koliron: 00:56:321 - nice patterns! i loved them :D
2017-12-06 19:18 Star Sapphire: thanks :)
2017-12-06 19:18 Star Sapphire: (moved (7) for making a HDash)
2017-12-06 19:19 koliron: 02:10:206 (1,2) - same about this jump, feels too weird D: i'd move 02:10:464 (2,3,4) - a little to the left!
2017-12-06 19:20 Star Sapphire: 3 blocks from the left^^
2017-12-06 19:20 koliron: 02:28:378 (2,3) - mmmmh i dont think these hitsounds actually fits with the song :thinking:
2017-12-06 19:21 koliron: what about keep the first one and remove the second
2017-12-06 19:22 Star Sapphire: fixed, I have forgotten why I have putted these whistle here
2017-12-06 19:22 koliron: 03:00:264 (10,11) - 11 is pretty strong and is possible to walk and still catch it :C consider to add a dash or even a hyper TO it!
2017-12-06 19:23 Star Sapphire: it's a calm part
2017-12-06 19:23 koliron: then just a dash?
2017-12-06 19:23 Star Sapphire: oki^^
2017-12-06 19:23 Star Sapphire: I move 10 to left or 11 to right?
2017-12-06 19:24 koliron: good!
2017-12-06 19:24 Star Sapphire: (it was a question XD)
2017-12-06 19:24 koliron: 03:23:064 (1,1) - warning! there's a ctb rule which says you cant put a spinner 1/4 close to a note
2017-12-06 19:25 koliron: what about replace the spinner with a long slider? or move the spinner to 03:23:406 -
2017-12-06 19:25 koliron: the rule is because the player has not enough time to catch the banana he/she wants xD
2017-12-06 19:26 koliron: like not even enough time to move lol
2017-12-06 19:26 Star Sapphire: I understand, I think put a slider for the hitsounds
2017-12-06 19:27 koliron: 04:01:464 (1,2,3,4) - a little repetitive in my opinion, what about something like this? https://osu.ppy.sh/ss/9705950
2017-12-06 19:27 Star Sapphire: I have replaced the spinner and the circle by a 1/1 slider
2017-12-06 19:28 Star Sapphire: ok, I will try to do that :)
2017-12-06 19:29 Star Sapphire: fixed^^
2017-12-06 19:29 koliron: 04:17:921 (1,2,3) - this pattern doesnt play bad but its not so aesthetic, aesthtic is so important! what about move 2 a little to the right? it wouldp lay the same but looks alot better
2017-12-06 19:30 Star Sapphire: 2 blocks to the right
2017-12-06 19:30 koliron: 04:41:064 (8,9) - maybe too close? this is the strongest kiai! consider to add some distance in that movement (for example with 9 to the right
2017-12-06 19:31 Star Sapphire: CTRL+H for the (9)
2017-12-06 19:31 koliron: 04:48:092 - i loved this pattern! buuut why 04:51:349 (8) - this one doesnt have an hyper like the rest?
2017-12-06 19:32 koliron: 04:53:321 (14,15,16,1) - consider to move this a LITTLE to the right, so it would play the same as 04:52:464 (4,5,6,7) - which is so nice!
2017-12-06 19:32 Star Sapphire: little mistake, fixed^^
2017-12-06 19:33 Star Sapphire: fixed^^
2017-12-06 19:33 koliron: about the song setup
2017-12-06 19:34 koliron: you can remove "Duke Nukem" from the tags since its unnecesary
2017-12-06 19:34 koliron: you can find it without that atag already, because its the source!
2017-12-06 19:34 Star Sapphire: yes, I have putted it for "Duke Nukem 3D"
2017-12-06 19:34 koliron: also, consider to reduce the HP to 6, 7 looks like too much in my opinion
2017-12-06 19:35 Star Sapphire: it were 8 before and someone else told to me to put 7
2017-12-06 19:35 Star Sapphire: but I'm not sure if 6 will not be too easy
2017-12-06 19:35 koliron: it was just a suggestion, if you dont think the same its fine xD
2017-12-06 19:35 koliron: thats all!
2017-12-06 19:36 Star Sapphire: oki x)
2017-12-06 19:36 Star Sapphire: I update^^
posted

koliron wrote:

mod
2017-12-06 19:06 Star Sapphire: hi^^
2017-12-06 19:06 koliron: hi
2017-12-06 19:06 Star Sapphire: excuse me to disappoint you, but I have seen your name on the CTB modder list
2017-12-06 19:06 Star Sapphire: and I wanted to ask you a favor(if you want, of course ;) )
2017-12-06 19:07 koliron: thats my list :^)
2017-12-06 19:07 koliron: sure
2017-12-06 19:07 Star Sapphire: can you mod a map for me please ^^"
2017-12-06 19:08 koliron: sure!
2017-12-06 19:08 koliron: do you have time to a irdc mod?
2017-12-06 19:08 koliron: ACTION is playing [https://osu.ppy.sh/b/1414184 Brandon Blume - Legacy of Grabbag [414]] <CatchTheBeat>
2017-12-06 19:08 Star Sapphire: yes, of course :)
2017-12-06 19:09 Star Sapphire: I prefer IRC mods :)
2017-12-06 19:09 Star Sapphire: ye, it's this one^^
2017-12-06 19:10 koliron: lmao
2017-12-06 19:10 koliron: ACTION is editing [https://osu.ppy.sh/b/1414184 Brandon Blume - Legacy of Grabbag [414]]
2017-12-06 19:10 Star Sapphire: it's an overdose ;)
2017-12-06 19:11 koliron: 00:06:949 (1,2) - this movement feels pretty weird, i think there should be a little more distance here,
2017-12-06 19:11 koliron: moving 2 a little to the right would plays alot better!
2017-12-06 19:11 Star Sapphire: from 1 to 2?
2017-12-06 19:11 koliron: yes
2017-12-06 19:11 Star Sapphire: moved from 3 block to the right
2017-12-06 19:13 koliron: 00:12:435 (1,2) - there were strong jumps here and suddenly this slider )))): those notes are too close! consider to replace 2 with 4 circles and add more space between them the current ones
2017-12-06 19:13 Star Sapphire: CTRL+H for the slider is ok?
2017-12-06 19:14 koliron: mmmh well, maybe
2017-12-06 19:14 Star Sapphire: (and CTRL+H for (3)
2017-12-06 19:15 koliron: 00:21:178 (2,3,4,1,2,3) - looks a little repetitive to me, what about ctrl+G in 00:22:206 (1) - then in 00:22:549 (2) - to make it a little more interesting
2017-12-06 19:16 Star Sapphire: CTRL+G for (2)?
2017-12-06 19:16 koliron: sure hwy not
2017-12-06 19:16 Star Sapphire: oki, so CTRL+G for (1) and (2)
2017-12-06 19:17 koliron: 00:39:692 (6,7) - too hard jump! pixel jumps in ctb are not that good xD its fine if you like them but try not to abuse!!! i'd put them a little more close OR make an hyper
2017-12-06 19:17 koliron: 00:56:321 - nice patterns! i loved them :D
2017-12-06 19:18 Star Sapphire: thanks :)
2017-12-06 19:18 Star Sapphire: (moved (7) for making a HDash)
2017-12-06 19:19 koliron: 02:10:206 (1,2) - same about this jump, feels too weird D: i'd move 02:10:464 (2,3,4) - a little to the left!
2017-12-06 19:20 Star Sapphire: 3 blocks from the left^^
2017-12-06 19:20 koliron: 02:28:378 (2,3) - mmmmh i dont think these hitsounds actually fits with the song :thinking:
2017-12-06 19:21 koliron: what about keep the first one and remove the second
2017-12-06 19:22 Star Sapphire: fixed, I have forgotten why I have putted these whistle here
2017-12-06 19:22 koliron: 03:00:264 (10,11) - 11 is pretty strong and is possible to walk and still catch it :C consider to add a dash or even a hyper TO it!
2017-12-06 19:23 Star Sapphire: it's a calm part
2017-12-06 19:23 koliron: then just a dash?
2017-12-06 19:23 Star Sapphire: oki^^
2017-12-06 19:23 Star Sapphire: I move 10 to left or 11 to right?
2017-12-06 19:24 koliron: good!
2017-12-06 19:24 Star Sapphire: (it was a question XD)
2017-12-06 19:24 koliron: 03:23:064 (1,1) - warning! there's a ctb rule which says you cant put a spinner 1/4 close to a note
2017-12-06 19:25 koliron: what about replace the spinner with a long slider? or move the spinner to 03:23:406 -
2017-12-06 19:25 koliron: the rule is because the player has not enough time to catch the banana he/she wants xD
2017-12-06 19:26 koliron: like not even enough time to move lol
2017-12-06 19:26 Star Sapphire: I understand, I think put a slider for the hitsounds
2017-12-06 19:27 koliron: 04:01:464 (1,2,3,4) - a little repetitive in my opinion, what about something like this? https://osu.ppy.sh/ss/9705950
2017-12-06 19:27 Star Sapphire: I have replaced the spinner and the circle by a 1/1 slider
2017-12-06 19:28 Star Sapphire: ok, I will try to do that :)
2017-12-06 19:29 Star Sapphire: fixed^^
2017-12-06 19:29 koliron: 04:17:921 (1,2,3) - this pattern doesnt play bad but its not so aesthetic, aesthtic is so important! what about move 2 a little to the right? it wouldp lay the same but looks alot better
2017-12-06 19:30 Star Sapphire: 2 blocks to the right
2017-12-06 19:30 koliron: 04:41:064 (8,9) - maybe too close? this is the strongest kiai! consider to add some distance in that movement (for example with 9 to the right
2017-12-06 19:31 Star Sapphire: CTRL+H for the (9)
2017-12-06 19:31 koliron: 04:48:092 - i loved this pattern! buuut why 04:51:349 (8) - this one doesnt have an hyper like the rest?
2017-12-06 19:32 koliron: 04:53:321 (14,15,16,1) - consider to move this a LITTLE to the right, so it would play the same as 04:52:464 (4,5,6,7) - which is so nice!
2017-12-06 19:32 Star Sapphire: little mistake, fixed^^
2017-12-06 19:33 Star Sapphire: fixed^^
2017-12-06 19:33 koliron: about the song setup
2017-12-06 19:34 koliron: you can remove "Duke Nukem" from the tags since its unnecesary
2017-12-06 19:34 koliron: you can find it without that atag already, because its the source!
2017-12-06 19:34 Star Sapphire: yes, I have putted it for "Duke Nukem 3D"
2017-12-06 19:34 koliron: also, consider to reduce the HP to 6, 7 looks like too much in my opinion
2017-12-06 19:35 Star Sapphire: it were 8 before and someone else told to me to put 7
2017-12-06 19:35 Star Sapphire: but I'm not sure if 6 will not be too easy
2017-12-06 19:35 koliron: it was just a suggestion, if you dont think the same its fine xD
2017-12-06 19:35 koliron: thats all!
2017-12-06 19:36 Star Sapphire: oki x)
2017-12-06 19:36 Star Sapphire: I update^^
Thanks a lot for your help :D
posted
Hi! From my queue
414
  1. 00:13:806 (4) - that's too much spacing try moving to the left by 2-3 grids
  2. 00:18:606 (2) - same ^ but to the right
    try to figure out the rest of the map with these kinds of pattern (antiflow after hdashes) and reduce them as above // it's just seems like edge dash for me
  3. 00:41:064 (3,4,5,6) - more movement would be better, especially (6)-> stands still for 3 notes would be too plain - I suggest making (6) antiflow reverse slider
  4. 00:42:606 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - too many combos here, NC should be placed on 00:43:978 -
  5. 00:56:321 (1,2,3,1,2,3) - is this jumps overemphasized? I don't mind the hyperdash ones but 3/4 spacing is just too high - I suggest reducing the distance between hypers and make the normal one closer or else it would be very tense here (the same goes for 00:59:235 (3,4,1,2,3) - and others too)
  6. 01:01:464 (1,2,3,4,1,2,3) - these is just too soft for hitclap sounds / at least make it a little zigzag
  7. 02:25:121 (3) - sv change here is questionable - I suggest you making hyper at (2) and flip this slider while reducing the sv a little
  8. 02:25:121 - also unnecessary BPM change I guess you do it because you want the slider more further, isn't it? xD --> Don't do that, use green lines instead
  9. 02:33:692 (1) - shouldn't this be hyper to (2)?
  10. 02:34:892 (4,1,2,3,4) - I think you should replace the head of sliders in this section as strong sound is on 02:35:064 - that means the head of slider (1) should be on this then follows with others then 02:35:921 (3,4) - can be 4 circles placed in zigzag hyper to emphasize the melody
    On timeline should be like this
    then the last part before long slider would be this
  11. 02:36:435 (7) - NC
  12. 03:15:349 (2,3) - 1/2 spacing here is too low that it feel so sluggish, try making (3) more distanced here
  13. 03:19:978 (8) - you have hyper on 03:19:292 (6,7) - so why not here? the intensity of the note is almost the same imo
  14. 03:24:435 - 03:25:806 - 1/6 snap here
  15. 03:28:378 (1,2) - hyper between these notes
  16. 03:41:492 (1,2,3,4,5) - the streams should start at 03:41:578 - and (5) isn't necessary, just remove it
  17. 03:49:121 (2) - weird halt here imo, try antiflow again
  18. 03:55:635 (1,2,3,4,5,6,7,8,9) - too many objects, put NC somewhere pls
  19. 03:58:635 (7,1) - put hyper between these two would play better?
  20. 04:08:321 (6) - NC
  21. 04:13:635 (1,2,3,4,5,6,7,8,9) - the streams should start at 04:13:806 - also the combos(counting all hitobjects including sliderhead and tail) here exceeds 16 too
  22. 04:50:149 (1,2,3,4,5,6,7,8,9,10,11,12) - omg, too many objects, put NC on big white ticks pls
    That's all from me, sorry if I misunderstands you at some point
Hope this helps! :)
posted

-Luminate wrote:

Hi! From my queue
414
  1. 00:13:806 (4) - that's too much spacing try moving to the left by 2-3 grids Fixed
  2. 00:18:606 (2) - same ^ but to the right Fixed
    try to figure out the rest of the map with these kinds of pattern (antiflow after hdashes) and reduce them as above // it's just seems like edge dash for me I will work for that ;)
  3. 00:41:064 (3,4,5,6) - more movement would be better, especially (6)-> stands still for 3 notes would be too plain - I suggest making (6) antiflow reverse slider Fixed
  4. 00:42:606 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - too many combos here, NC should be placed on 00:43:978 - Fixed
  5. 00:56:321 (1,2,3,1,2,3) - is this jumps overemphasized? I don't mind the hyperdash ones but 3/4 spacing is just too high - I suggest reducing the distance between hypers and make the normal one closer or else it would be very tense here (the same goes for 00:59:235 (3,4,1,2,3) - and others too) Sorry, I don't wanna change this pattern :/
  6. 01:01:464 (1,2,3,4,1,2,3) - these is just too soft for hitclap sounds / at least make it a little zigzag Fixed
  7. 02:25:121 (3) - sv change here is questionable - I suggest you making hyper at (2) and flip this slider while reducing the sv a little Sorry,
    I don't really want to change this slider, I like it :3 (and I can't put the hyper without change the slider)
  8. 02:25:121 - also unnecessary BPM change I guess you do it because you want the slider more further, isn't it? xD --> Don't do that, use green lines instead I have tried before changing the BPM here ;)
  9. 02:33:692 (1) - shouldn't this be hyper to (2)? Fixed
  10. 02:34:892 (4,1,2,3,4) - I think you should replace the head of sliders in this section as strong sound is on 02:35:064 - that means the head of slider (1) should be on this then follows with others then 02:35:921 (3,4) - can be 4 circles placed in zigzag hyper to emphasize the melody Fixed
    On timeline should be like this
    then the last part before long slider would be this
  11. 02:36:435 (7) - NC
  12. 03:15:349 (2,3) - 1/2 spacing here is too low that it feel so sluggish, try making (3) more distanced here Fixed
  13. 03:19:978 (8) - you have hyper on 03:19:292 (6,7) - so why not here? the intensity of the note is almost the same imo Fixed
  14. 03:24:435 - 03:25:806 - 1/6 snap here Fixed
  15. 03:28:378 (1,2) - hyper between these notes Fixed
  16. 03:41:492 (1,2,3,4,5) - the streams should start at 03:41:578 - and (5) isn't necessary, just remove it Fixed
  17. 03:49:121 (2) - weird halt here imo, try antiflow again Fixed
  18. 03:55:635 (1,2,3,4,5,6,7,8,9) - too many objects, put NC somewhere pls Fixed
  19. 03:58:635 (7,1) - put hyper between these two would play better? Fixed
  20. 04:08:321 (6) - NC
  21. 04:13:635 (1,2,3,4,5,6,7,8,9) - the streams should start at 04:13:806 - also the combos(counting all hitobjects including sliderhead and tail) here exceeds 16 too Fixed
  22. 04:50:149 (1,2,3,4,5,6,7,8,9,10,11,12) - omg, too many objects, put NC on big white ticks pls Fixed
    That's all from me, sorry if I misunderstands you at some point
Hope this helps! :)
Thanks a lot for your help, it was very helpful :D
posted
worst irc mod ever
19:42 Rougoku: aa
19:42 Rougoku: Yop ! :)
19:43 Rougoku: Nice hitsounds ! :o
19:43 Star Sapphire: re^^
19:43 Star Sapphire: merci^^
19:43 Star Sapphire: j'ai assez galéré mdr
19:43 Rougoku: Par contre, clean un peu le dossier ahaha
19:44 Star Sapphire: il est clean mdr
19:44 Rougoku: ah oui, d'accord, tu as storyboard les hitsounds, j'avais pas vu ahah
19:45 Star Sapphire: yup x)
19:45 Star Sapphire: j'étais obligé, sinon, j'allais faire une prairie dans les timings mdr
19:45 Rougoku: fais juste gaffe
19:45 Rougoku: à ton timing en 02:25
19:46 Rougoku: t'as mis deux timings points en même temps, il a tendance à pas aimer parfois
19:46 Rougoku: ça peut causer des problèmes de bpm/slidertick etc. autant être sur et pas prendre de risque
19:47 Star Sapphire: +ah oué, un pour le BPM et l'autre pour es hitsounds
19:48 Star Sapphire: j'avais même hésité à enrichir le SB en mettant des armes et en les changeant au fur et à mesure mais ça risquerait de faire laguer
19:49 Star Sapphire: (et y'a un p'tit skin au passage)
19:49 Rougoku: ahah ^^
19:49 Rougoku: bon, structurellement parlant
19:49 Rougoku: c'est vraiment bien !
19:50 Star Sapphire: merci :)
19:50 Rougoku: y a quelques trucs que j'aime pas trop tho D:
19:50 Star Sapphire: ah?
19:51 Rougoku: hmm
19:51 Rougoku: 00:25:721 (2,3,4) -
19:51 Rougoku: on s'y attend pas trop parce que
19:51 Rougoku: 00:25:121 (1,2,3) -
19:52 Rougoku: le snap est beaucoup plus important
19:52 Star Sapphire: le rendre identique à l'autre, du coup?
19:52 Rougoku: du coup, tendance à dash réflexe, alors qu'il faut le walk
19:52 Rougoku: au moins avec un snap plus élevé
19:52 Star Sapphire: ok, j'ai snap plus élevé que le précédent
19:53 Rougoku: parce que là c'est un peu contre intuitif, après je te dis ça avec la perspective d'un joueur hd ahah
19:53 Star Sapphire: yup, mais toutes les perspectives osnt bonnes à prendre :3
19:53 Star Sapphire: et vu que ce passage est plus aigu niveau musical, je pense que c'est mieux que ce soit plus élevé niveau snap
19:58 Rougoku: excuse moi si je suis un peu lent hein, ahah, la map a pas de failles majeures donc il faut que je regarde bien ^^
19:58 Star Sapphire: pas d'soucis, chui patient, j'attends ma commande x)
19:58 Star Sapphire: et c'est bon signe si tu trouves pas trop de failles ^.^
19:59 Star Sapphire: (hormis le SB qui pue la merde mais bon, ça, c'pas dramatique, je pense)
20:00 Rougoku: 01:33:349 (1,2,3,1,2,3) -
20:00 Rougoku: hmm
20:00 Rougoku: autant c'est clairement le bon pattern
20:01 Rougoku: autant c'est violemment à droite
20:01 Rougoku: mais je pense que ça va, le spin lead bien
20:01 Star Sapphire: j'ai mit des border jumps à chaques fois que ce rhythme était passé
20:02 Star Sapphire: ils ont juste l'air violents sur ce passage car y'a que ça
20:02 Star Sapphire: (je vais juste en profiter pour rendre la fin du spinner silencieux)
20:04 Rougoku: 01:18:264 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,10) -
20:04 Rougoku: je sais pas si tu y as déjà pensé
20:04 Rougoku: mais peut-être les faire s'étendre petit à petit ?
20:04 Rougoku: y a un buildup sonore au fond
20:05 Rougoku: mais si tu te focus purement sur ce qu'il y a devant, c'est bien je pense
20:05 Star Sapphire: genre, baisser le son et le monter au fur et à mesure?
20:05 Star Sapphire: bah pour la sorte d'alarme qu'on entends, c'est le SB qui gère, enfait
20:05 Rougoku: ooh
20:05 Rougoku: non, je parlais du pattern
20:06 Star Sapphire: (le fondu en rouge qui vient et repart)
20:06 Rougoku: genre augmenter la distance avec le temps
20:06 Star Sapphire: ah, ça, je me concentrais plutot sur ce qui était en avant et non sur l'alarme
20:08 Rougoku: 02:36:435 (1) - nice slider ahah
20:08 Star Sapphire: merci x)
20:09 Star Sapphire: pour une fois que je fais un truc artistique que les joueurs véront pas mdr
20:13 Rougoku: 03:47:149 (3) - je trouve ça dommage
20:13 Rougoku: parce que le pattern similaire avant était plus jumpy
20:14 Rougoku: 03:41:578 (1,2,3,4) - celui là je veux dir
20:14 Rougoku: en fait, c'est un peu bizarre de jump les deux premiers fruits et de s'arrêter ensuite
20:14 Star Sapphire: donc j'éloigne un peu le slider que tu as cité avant?
20:15 Rougoku: hmm ou celui juste avant
20:15 Rougoku: la c'est un peu bizarre, on s'arrête "trop tôt"
20:15 Star Sapphire: https://fichieralacon.s-ul.eu/6w6yt50E
20:15 Star Sapphire: ça va comme eça?
20:16 Rougoku: je pense ouais
20:16 Rougoku: parce qu'à jouer, je pense qu'on a tendance a overdash lors de la configuration initiale
20:17 Star Sapphire: j'vois le topo^^
20:18 Rougoku: wah, en fait à la jouer dans l'éditeur, les problèmes structurels que je croyais voir c'était juste du missread de ma part
20:18 Star Sapphire: oki^^
20:19 Rougoku: je sais pas pourquoi j'avais l'impression que le snap des jumps était trop élevé
20:19 Rougoku: en général
20:19 Rougoku: mais en fait non
20:19 Star Sapphire: au moins, c'est bon signe^^
20:19 Star Sapphire: après, vu que j'utilise beaucoup de sliders, on peut pouvoir penser ça
20:20 Rougoku: wa
20:20 Star Sapphire: ?
20:20 Rougoku: j'adore le pattern avec les trucs verticaux
20:20 Star Sapphire: à la fin?
20:22 Rougoku: ouaip
20:22 Star Sapphire: j'me suis un peu laché sur la fin x)
20:22 Star Sapphire: (j'avais un peu la flemme de changer la vitesse des sliders aussi mdr)
20:22 Rougoku: 04:45:692 (3,4,5) - je sais pas si tu as prévu que la section se joue en full dash mais
20:23 Rougoku: si c'est le cas, tu peux pas avoir le premier cercle en sortie du slider
20:23 Star Sapphire: à la base, oui
20:23 Rougoku: sans faire une micro pause
20:23 Rougoku: enfin si tu peux mais c'est pas tout le temps le cas
20:24 Rougoku: en tout cas, si t'es pile au milieu, j'ai l'impression que c'est pas 100% du cas
20:24 Star Sapphire: je voulais faire justement la section finale en full dash
20:24 Star Sapphire: peut-être déplacer le circle un peu à gauche, du coup?
20:25 Rougoku: ouip
20:25 Star Sapphire: (déplacé de 2 cases à gauche, ça ira?)
20:26 Rougoku: ouais, je trouve que c'est mieux ^^
20:26 Rougoku: le dash est plus fluide
20:26 Star Sapphire: oki^^
20:26 Star Sapphire: je met à jour la map si tu veux pour voir
20:27 Rougoku: j'espère que ça ne nique pas le 5.55 stars D:
20:28 Rougoku: bon, pas grand chose à constater la map est vraiment super je m'y attendais pas ahah
20:28 Rougoku: je pensais que tu débutais le mapping jsp pourquoi
20:29 Rougoku: mais en fait, c'est vraiment cool à jouer, les patterns sont bien polished, suivent bien la musique, bon travail sur les hitsounds et le SB
20:29 Star Sapphire: la map a été pas mal moddée, je n'ai jamais rank de mapsets mais j'ai beaucoup mappé^^
20:29 Star Sapphire: 5.56
20:29 Rougoku: nooo
20:29 Star Sapphire: tu m'as rajouté 0.01 mdr
20:30 Star Sapphire: si mdr
20:30 Rougoku: :'(
20:30 Star Sapphire: j'espère qu'elle sera rankée bientot x)
20:30 Rougoku: bon, il faut nerf qqchose du coup, 5.56 ça va pas :V
20:30 Star Sapphire: mdr
20:30 Star Sapphire: c'est clair, c'était mieux d'avoir des 5 partout x)
20:31 Rougoku: bon, comme j'ai rien dit de spécial et j'ai niqué le star diff, no kd
20:31 Star Sapphire: au pire, on en fait une 6.66 *fuit*
20:31 Star Sapphire: ah si!
20:31 Rougoku: je te drop qq stars, j'espère que t'arriveras à la rank soon ! :D
20:31 Star Sapphire: tu mérites tes kds, c'est rares les moddeurs CTB :o
20:31 Star Sapphire: merci, normalement, j'devrais avoir assez pour choper un BN :)
20:32 Rougoku: je sais pas comment on poste un irc mod ahahah
posted

Rougoku wrote:

worst irc mod ever
19:42 Rougoku: aa
19:42 Rougoku: Yop ! :)
19:43 Rougoku: Nice hitsounds ! :o
19:43 Star Sapphire: re^^
19:43 Star Sapphire: merci^^
19:43 Star Sapphire: j'ai assez galéré mdr
19:43 Rougoku: Par contre, clean un peu le dossier ahaha
19:44 Star Sapphire: il est clean mdr
19:44 Rougoku: ah oui, d'accord, tu as storyboard les hitsounds, j'avais pas vu ahah
19:45 Star Sapphire: yup x)
19:45 Star Sapphire: j'étais obligé, sinon, j'allais faire une prairie dans les timings mdr
19:45 Rougoku: fais juste gaffe
19:45 Rougoku: à ton timing en 02:25
19:46 Rougoku: t'as mis deux timings points en même temps, il a tendance à pas aimer parfois
19:46 Rougoku: ça peut causer des problèmes de bpm/slidertick etc. autant être sur et pas prendre de risque
19:47 Star Sapphire: +ah oué, un pour le BPM et l'autre pour es hitsounds
19:48 Star Sapphire: j'avais même hésité à enrichir le SB en mettant des armes et en les changeant au fur et à mesure mais ça risquerait de faire laguer
19:49 Star Sapphire: (et y'a un p'tit skin au passage)
19:49 Rougoku: ahah ^^
19:49 Rougoku: bon, structurellement parlant
19:49 Rougoku: c'est vraiment bien !
19:50 Star Sapphire: merci :)
19:50 Rougoku: y a quelques trucs que j'aime pas trop tho D:
19:50 Star Sapphire: ah?
19:51 Rougoku: hmm
19:51 Rougoku: 00:25:721 (2,3,4) -
19:51 Rougoku: on s'y attend pas trop parce que
19:51 Rougoku: 00:25:121 (1,2,3) -
19:52 Rougoku: le snap est beaucoup plus important
19:52 Star Sapphire: le rendre identique à l'autre, du coup?
19:52 Rougoku: du coup, tendance à dash réflexe, alors qu'il faut le walk
19:52 Rougoku: au moins avec un snap plus élevé
19:52 Star Sapphire: ok, j'ai snap plus élevé que le précédent
19:53 Rougoku: parce que là c'est un peu contre intuitif, après je te dis ça avec la perspective d'un joueur hd ahah
19:53 Star Sapphire: yup, mais toutes les perspectives osnt bonnes à prendre :3
19:53 Star Sapphire: et vu que ce passage est plus aigu niveau musical, je pense que c'est mieux que ce soit plus élevé niveau snap
19:58 Rougoku: excuse moi si je suis un peu lent hein, ahah, la map a pas de failles majeures donc il faut que je regarde bien ^^
19:58 Star Sapphire: pas d'soucis, chui patient, j'attends ma commande x)
19:58 Star Sapphire: et c'est bon signe si tu trouves pas trop de failles ^.^
19:59 Star Sapphire: (hormis le SB qui pue la merde mais bon, ça, c'pas dramatique, je pense)
20:00 Rougoku: 01:33:349 (1,2,3,1,2,3) -
20:00 Rougoku: hmm
20:00 Rougoku: autant c'est clairement le bon pattern
20:01 Rougoku: autant c'est violemment à droite
20:01 Rougoku: mais je pense que ça va, le spin lead bien
20:01 Star Sapphire: j'ai mit des border jumps à chaques fois que ce rhythme était passé
20:02 Star Sapphire: ils ont juste l'air violents sur ce passage car y'a que ça
20:02 Star Sapphire: (je vais juste en profiter pour rendre la fin du spinner silencieux)
20:04 Rougoku: 01:18:264 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,10) -
20:04 Rougoku: je sais pas si tu y as déjà pensé
20:04 Rougoku: mais peut-être les faire s'étendre petit à petit ?
20:04 Rougoku: y a un buildup sonore au fond
20:05 Rougoku: mais si tu te focus purement sur ce qu'il y a devant, c'est bien je pense
20:05 Star Sapphire: genre, baisser le son et le monter au fur et à mesure?
20:05 Star Sapphire: bah pour la sorte d'alarme qu'on entends, c'est le SB qui gère, enfait
20:05 Rougoku: ooh
20:05 Rougoku: non, je parlais du pattern
20:06 Star Sapphire: (le fondu en rouge qui vient et repart)
20:06 Rougoku: genre augmenter la distance avec le temps
20:06 Star Sapphire: ah, ça, je me concentrais plutot sur ce qui était en avant et non sur l'alarme
20:08 Rougoku: 02:36:435 (1) - nice slider ahah
20:08 Star Sapphire: merci x)
20:09 Star Sapphire: pour une fois que je fais un truc artistique que les joueurs véront pas mdr
20:13 Rougoku: 03:47:149 (3) - je trouve ça dommage
20:13 Rougoku: parce que le pattern similaire avant était plus jumpy
20:14 Rougoku: 03:41:578 (1,2,3,4) - celui là je veux dir
20:14 Rougoku: en fait, c'est un peu bizarre de jump les deux premiers fruits et de s'arrêter ensuite
20:14 Star Sapphire: donc j'éloigne un peu le slider que tu as cité avant?
20:15 Rougoku: hmm ou celui juste avant
20:15 Rougoku: la c'est un peu bizarre, on s'arrête "trop tôt"
20:15 Star Sapphire: https://fichieralacon.s-ul.eu/6w6yt50E
20:15 Star Sapphire: ça va comme eça?
20:16 Rougoku: je pense ouais
20:16 Rougoku: parce qu'à jouer, je pense qu'on a tendance a overdash lors de la configuration initiale
20:17 Star Sapphire: j'vois le topo^^
20:18 Rougoku: wah, en fait à la jouer dans l'éditeur, les problèmes structurels que je croyais voir c'était juste du missread de ma part
20:18 Star Sapphire: oki^^
20:19 Rougoku: je sais pas pourquoi j'avais l'impression que le snap des jumps était trop élevé
20:19 Rougoku: en général
20:19 Rougoku: mais en fait non
20:19 Star Sapphire: au moins, c'est bon signe^^
20:19 Star Sapphire: après, vu que j'utilise beaucoup de sliders, on peut pouvoir penser ça
20:20 Rougoku: wa
20:20 Star Sapphire: ?
20:20 Rougoku: j'adore le pattern avec les trucs verticaux
20:20 Star Sapphire: à la fin?
20:22 Rougoku: ouaip
20:22 Star Sapphire: j'me suis un peu laché sur la fin x)
20:22 Star Sapphire: (j'avais un peu la flemme de changer la vitesse des sliders aussi mdr)
20:22 Rougoku: 04:45:692 (3,4,5) - je sais pas si tu as prévu que la section se joue en full dash mais
20:23 Rougoku: si c'est le cas, tu peux pas avoir le premier cercle en sortie du slider
20:23 Star Sapphire: à la base, oui
20:23 Rougoku: sans faire une micro pause
20:23 Rougoku: enfin si tu peux mais c'est pas tout le temps le cas
20:24 Rougoku: en tout cas, si t'es pile au milieu, j'ai l'impression que c'est pas 100% du cas
20:24 Star Sapphire: je voulais faire justement la section finale en full dash
20:24 Star Sapphire: peut-être déplacer le circle un peu à gauche, du coup?
20:25 Rougoku: ouip
20:25 Star Sapphire: (déplacé de 2 cases à gauche, ça ira?)
20:26 Rougoku: ouais, je trouve que c'est mieux ^^
20:26 Rougoku: le dash est plus fluide
20:26 Star Sapphire: oki^^
20:26 Star Sapphire: je met à jour la map si tu veux pour voir
20:27 Rougoku: j'espère que ça ne nique pas le 5.55 stars D:
20:28 Rougoku: bon, pas grand chose à constater la map est vraiment super je m'y attendais pas ahah
20:28 Rougoku: je pensais que tu débutais le mapping jsp pourquoi
20:29 Rougoku: mais en fait, c'est vraiment cool à jouer, les patterns sont bien polished, suivent bien la musique, bon travail sur les hitsounds et le SB
20:29 Star Sapphire: la map a été pas mal moddée, je n'ai jamais rank de mapsets mais j'ai beaucoup mappé^^
20:29 Star Sapphire: 5.56
20:29 Rougoku: nooo
20:29 Star Sapphire: tu m'as rajouté 0.01 mdr
20:30 Star Sapphire: si mdr
20:30 Rougoku: :'(
20:30 Star Sapphire: j'espère qu'elle sera rankée bientot x)
20:30 Rougoku: bon, il faut nerf qqchose du coup, 5.56 ça va pas :V
20:30 Star Sapphire: mdr
20:30 Star Sapphire: c'est clair, c'était mieux d'avoir des 5 partout x)
20:31 Rougoku: bon, comme j'ai rien dit de spécial et j'ai niqué le star diff, no kd
20:31 Star Sapphire: au pire, on en fait une 6.66 *fuit*
20:31 Star Sapphire: ah si!
20:31 Rougoku: je te drop qq stars, j'espère que t'arriveras à la rank soon ! :D
20:31 Star Sapphire: tu mérites tes kds, c'est rares les moddeurs CTB :o
20:31 Star Sapphire: merci, normalement, j'devrais avoir assez pour choper un BN :)
20:32 Rougoku: je sais pas comment on poste un irc mod ahahah
Thanks a lot for your mods and your stars :D
posted
[General]
  1. As far as i know this song is from Duke Nukem 3d and not Duke Nukem, you could consider changing source to Duke Nukem 3d
  2. check aimod, seems to be a few unsnapped objects, but ive had problems with this before with notes not rly beeing unsnapped but saying so anyway.
  3. Max resolution for bg is 1920x1200 (https://puu.sh/zcYtl/36f7104efe.png) you are using 1986x1200
  4. any reason for both having .mp3's and .wav for alot of your storyboarded hitsounds?
  5. normal-hitnormal.wav is under the rankable time length: https://puu.sh/zcYLS/6c00c8cd12.png
  6. The volume of the extra storyboarded hitsounds is a bit loud imo. Especially the first one, struggling to hear the music at times which makes it hard to follow the song
[414]
weird diff name for something going for ranked tbh, specially given your name change.
  1. 00:00:092 - move red line to here so you have all notes at or after the red line start.
  2. 00:01:464 (4,5) - would reduce spacing slightly here to 2.0x
  3. 00:01:464 (4,5) - 00:02:835 (2,3) - 00:03:863 (6,7) - on the first 2 of these you have increasing spacing as the pitch of the guitar goes higher but you reduce the spacing again for the third? why not have a continously increased spacing across these
  4. 00:07:121 (2,3) - reduce spacing again, having this almost hype
  5. 00:08:492 (2,3,4) - spacing here implies 3 is stronger than 4
  6. 00:09:006 (4,5,6) - since you have a pretty strong note on both 5 and 6 i would reverse direction back to 6 to make that one stand out more without having to increase the spacing to a hyper. so move 6 to the right edge of the screen.
  7. 00:12:435 - 00:23:406 - where is the logic? i dont get where you put your hypers and why. they seem mostly randomly strewn about where you thought one might fit, all hypers are fine in isolation but in collection they make no sense. Another problem with this section is the pretty tame monotonus movement you offer here. I suggest deciding on 2 types of sounds you want hypers too and have one be a hyper with flow and the other be a hyper with anti flow. i suggest sounds like 00:12:778 - for the anti flow hypers.
  8. 00:25:892 (4,5) - Hyper between these really isnt justified. there is no significant diffrence in strength between 4 and 5
  9. 00:29:406 (3,4,5) - 4 is definitively stronger than 5 but has same spacing.
  10. 00:33:864 (1,2,3,4,5,6) - flows bad the guitar sounds and the base drum hits on the white and red ticks you decided to have the hyper on the blue tick.
  11. 00:34:378 - 00:54:949 - again i do not see the logic behind your mapping. it seems you just map 1/2 beat rythm without caring for what instruments are playing. it seems like your following the bass guitar for the most part and sometimes decide to follow either the strong drum hits on white ticks or the guitar. i would follow the guitar and have hypers on the strong drum beats consistently.
  12. 00:35:406 (4,5) - spacing here is too high.
  13. 00:36:778 - should be a hyper to this note, and atleast not a slider tail on a strong downbeat.
  14. 00:36:435 (1,2) - spacing too high.
  15. 00:41:064 (3,4,5) - having vertical sliders for 3 diffrent sounds feels a bit out of place here.
  16. 00:42:778 (2,3) - hyper here not 00:42:949 (3,4) - here.
  17. 00:43:464 (6,7) - slider tails on strong beats reeeee
  18. 00:43:806 (7,1) - reduce spacing a bit.
  19. 00:44:149 (1,2,3,4,5,6,7) - i would start off with lower spacing and scale it up faster so that 00:44:664 (4,5,6) - all are hypers instead of 5 beeing a hard timing jump
  20. 00:45:692 (2,3) - would use 1.3x spacing. bit overspaced.
  21. 00:46:378 (4,5) - and 00:45:692 (2,3) - are pretty similar sounding if anything 00:45:864 (3) - has a stronger sound on its head than 00:46:549 (5) - but you spaced 5 alot higher away from 4 than 3 away from 2.
  22. 00:47:749 (3) - stronger beat add hyper or dash between 00:47:578 (2,3) -
  23. 00:48:435 (5) - stronger than 00:48:606 (6) - but 6 is higher spaced than 5
  24. 00:50:664 (5) - why all these anchors? just use a curved slider?
  25. 00:53:578 (2) - marks a new major downbeat and a new section in the song starting would increase spacing from 00:53:235 (1) -
  26. 01:02:835 (1,2,3,4) - use same spacing between these 4 as between 01:01:464 (1,2,3,4) -
  27. 01:03:692 - map this note
  28. 01:04:464 (4,5) - would add a hyper here.
  29. 01:06:949 (5) - do not have slider tail on major downbeat reeee. remap and have a NC starting on 01:07:292 -
  30. 01:12:092 (3,4,5,6,7,8) - 4 and 4 notes with hypers between them not a repeat slider then 5 notes in a chain. the hyper should be between 01:12:349 (4,5) -
  31. 01:13:292 (3,4,5) - 4 is a weak note compared to 5 but is a higher spaced note compared to 5
  32. 01:14:321 (7,1,2) - ^
  33. 01:15:349 (3,4) - dont repeat 3 and have two 1/2 beat sliders instead following the guitar sounds.
  34. 01:16:378 (6) - 1/4 beat repeat dosnt really fit. would use a 1/2 beat repeat instead.
  35. 01:18:606 (2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,10,11) - this isnt a bad pattern but repeating it this many times just becomes staile. use the same pattern twice then mix it up with another pattern you repeat twice then a third pattern you repeat twice instead. and then a last pattern or a callback to the first pattern.
  36. 01:19:978 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17) - fruit stack too high add NC somewhere
Stopping here for now.

The main reason being repeated errors. Most of what i am talking about is the lack of any clear sense of logic. I would go trough the section i modded and the rest of the map, and try to figure out why you place a hyper where you put your hypers, where the dashes fit, where you should put in anti-flow for variety, and where the distance between notes should be low so you have to walk. Now most is just samey with needing to almost dash for the whole map and the dashes and hypers sometimes hit logically and sometimes don't hit logically at all.

For me this map is far from rankable, and i would like to see how you take this section of the mod and how you respond to it before i may take a look at the rest of the map. If you feel lost or don't know how you would like to set the spacing emphasis, or help with anything else related to mapping. Feel free to contact me in game. If you think im an idiot and that everything here is fine, then that is up to you, but i am not sitting trough a mod that will take hours if most of what i suggest is just gona get rejected.

Stating it again, feel free to contact me for any advice if im online. I am not a busy person there. This mod may sound a bit direct or mean. But i feel saying it honestly is better than just not saying anything.
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