uprising
01:06:478 (1) - unsnapped...
01:06:478 (1) - unsnapped...
fixed ~Strategas wrote:
uprising
01:06:478 (1) - unsnapped...
Yauxo wrote:
Modding v1 Pog// Uprisingyup
- Would be cool if either of 01:12:307 (4,5,6) - 01:23:278 (4,5,6) - and/or 01:17:792 (4,5,6) - would be the same spacing as the other (preferably be the later one for easier 1/4th stuff)// EasyReplaced spinners with sliders ~
- I'd almost suggest to remove the Spinners and replace with Sliders as they all turn out the be pretty short in length, especially as an Easy. It's in the ok-zone, but those lengths can feel very ninja to new players.
thanks for modYauxo wrote:
Modding v1 Pog same// _orange
- 00:26:192 (5) - Is really weird, starting on a minor vocal redtick after the previous Slider kinda eh'd its way onto the other vocal redtick before that. How about simplifying it to something like this? https://puu.sh/BNBKW/673b3c3ae0.png changed rhythm
- 00:33:221 (2) - Could replace this with a Circle. Not a fan of placing Sliders on people breathing in in Normals :v it's a pretty loud breath though... also I really dont want to make a 3/2 gap between two objects here bc i think that would feel weird
- 01:27:907 (3) - Might also want to place a Circle here to normalize the rhythm. 6/4 is eh and there are enough things to place something onokay fixed
Also, just want to point out that for some reason _orange's diff gives me a ton of unsnapped false-positives, but like, an unusual amount of them. Dont think they'd matter but I'd like to have it at least written down somewhere https://puu.sh/BNBZt/4cce6a6d95.png uhhhhhhhhh
Yauxo wrote:
// Stingy
- I really dislike the stacking patterns around 00:26:535 (1). Thing is, as long as they sit on something special (odd vocals, stop-n-go like sounds, drop) then it'd be fine to do it once in a while, but with this section specifically, you have 10-12 objects being stacked in a 9sec timeframe. In my eyes, 00:27:392 (2,3) - 00:32:021 (1,2) - seem fine, but anything else should be mapped in a normal manner. It basically comes down to "if you do too many special things, then nothing is special anymore". They're not supposed to be representing anything special...?
- 00:40:250 (1) - Should probably map this like 00:37:507 (7,1) - (with a stack). The vocal starts kinda late and missing the downbeat is a big meh. ok
- 00:44:278 (5) - Another big meh that the downbeat is kinda just in the middle of the combo, and then on a Sliderend as well for me. How about https://puu.sh/BNBAd/8f81a65af7.png ? Fixed, I guess
- 00:53:964 (1) - Should probably let this start on the downbeat after it, as it spins for the sound, not the vocals (As it also stops on a beat/sound, not vocal).
- I dont feel like Sliders like 01:08:878 (1) - (every of their kind, there are a few) work due to them starting on a different thing than they end on, as well as having the downbeat on their repeat. Patterns like 01:10:250 (4,1) - work much better, could combine them with Circles or whatever as well. Those examples are completely different rhythm-wise, so I'll keep it. Even if they were similar, I'd still say no due to the fact that they follow a held synth.
- 01:42:135 (3,4,5,6) - 01:47:621 (3,4,5,6) - Why not like 01:36:650 (3,4,5,6) - ? Kinda skipping the beat on (5)'s tail 1. variation 2. there is nothing on the downbeat besides a tiny hi-hat. I did follow the main beat lol
If they're not supposed to be special, then that's probably even more of a reason to unstack them. The movement you have is very stop-n-go, which is a "special" thing to do - especially 10-12 times after another without any greater reasonStingy wrote:
- I really dislike the stacking patterns around 00:26:535 (1). Thing is, as long as they sit on something special (odd vocals, stop-n-go like sounds, drop) then it'd be fine to do it once in a while, but with this section specifically, you have 10-12 objects being stacked in a 9sec timeframe. In my eyes, 00:27:392 (2,3) - 00:32:021 (1,2) - seem fine, but anything else should be mapped in a normal manner. It basically comes down to "if you do too many special things, then nothing is special anymore". They're not supposed to be representing anything special...?
Yauxo wrote:
Stingy wrote:
- I really dislike the stacking patterns around 00:26:535 (1). Thing is, as long as they sit on something special (odd vocals, stop-n-go like sounds, drop) then it'd be fine to do it once in a while, but with this section specifically, you have 10-12 objects being stacked in a 9sec timeframe. In my eyes, 00:27:392 (2,3) - 00:32:021 (1,2) - seem fine, but anything else should be mapped in a normal manner. It basically comes down to "if you do too many special things, then nothing is special anymore". They're not supposed to be representing anything special...?
If they're not supposed to be special, then that's probably even more of a reason to unstack them. The movement you have is very stop-n-go, which is a "special" thing to do - especially 10-12 times after another without any greater reason
Yauxo wrote:
Modding v1 Pog
// Kergio
The following few dont really need a Nc as their follow up mostly plays the same thing, but without the Nc; So unless this is some sort of very special thing to you, please consider changing them
- 00:37:335 (1) -
- 00:40:078 (1) -
thank you very muchsquirrelpascals wrote:
orange Normal
- 00:25:335 (4,5,1,2,3) - The 1/1 rhythm here doens't fit in with how map to the vocals at 00:23:964 (1,2,3) - and after 00:28:764 - . I see how it can be mapped to the guitar but it feels randomly done okay fixed
- 00:53:450 (5,6,1) - The flow between these three is pretty jagged. Would be better to use smoother flow since beginners are still learning to aim. Consider rotating this clockwise to fix it. https://imgur-archive.ppy.sh/FXNT1Bj.jpg changed it a bit, should be better nowr
- 01:11:278 (2,3,4,5,6,1) - 01:11:278 (2,3,4,5,6,1) -this is a pretty long chain of 1/2 beat seperated objects. Consider breaking it up a little? don't really agree, it's the kiai so i think the rhythm more dense then before
- 01:23:621 - pretty strong melody + drum note you skip over, would be nice to recognize it somehow. Possible solution: https://imgur-archive.ppy.sh/oYByKxp.jpg fixed
- 01:27:735 - There should definitely be something here. This note is just as strong as both notes on 01:27:735 - and is part of the same phrase of the music as all of 01:27:392 (2,3,4) - the reason i didnt map that was because there's a synth on 01:27:907 (3) - which makes it more important
-01:34:507 (5) - 01:39:992 (5) - 01:50:964 (5) - the song doesn't use 3/4 rhythm in these places, so this is inaccurate to the music. Using a rhythm choice with 1/1 or 1/2 emphasis would be more appropriate to properly follow melody / drums changed the rhythm
-01:42:135 (3,5) - These shouldn't be spaced so visually close together, its really confusing to the player since this 01:42:478 (4) - is actually the next note. Maybe put 5 to the left of 4. done
- Same thing for 01:44:878 (3,5) - as above. put 5 ot the right of 4? ^
http://puu.sh/C46er/ee8c880e49.osusquirrelpascals wrote:
modding v1 😩💦
Stingy hard!
- 00:23:278 (4,1) - spacing is like super super big here. definitely reduce it literally flipped that entire section up to the break ,w,
- 00:32:021 (1,2) - This can be confusing for hard players because you overlap objects with different gaps in the timeline. Highly recommend spacing this: 00:32:021 (1,2) - moved 00:31:850 (8,1) - to the left slide of the slider to create a somewhat accidentally phallic pattern ;w;
- 00:34:935 - The hitsounding from here to the break doesn't have much of a pattern. The pattern you tried to hitsound to doesn't allign with how you mapped in this section. Rehitsound this to be simpler imo talked ingame! Thanks!
- 00:37:678 (1) - This reverse slider is pretty confusing in gameplay because the reverse arrowdoesn't land on a strong beat. the vocal happens before it and theres a drum that happens after it 00:38:278 - . Redo the rhythm he re? discussed ingame too >.>
- 00:41:792 - Vocal + cymbal makes this a pretty significant beat, but its on a slidertail. Highly -recommend making it clickable fixed!
- 01:28:421 (1,2) - You should overlap these or make them 1/4 of a beat smaller, so hard players don't have to jump to the next slider to quickly. Can cause some mean sliderbreaks made them 1/4 smaller!
- 01:42:992 (6) - You used the wrong sliderslide lol oh crap xD
k call me back! c:
Thanks!squirrelpascals wrote:
modding v1 😩💦
(bold mods = unrankable)
General
- "rocket league" shouldn't be in tags because it's already in the source field removed
- also why is kujinn in the tags? Unless they contributed in some way (which should prolly be in the description) they should be removed Kujinn is my old username and cause I have maps in ranked section with that name I put it in tags
- 02:08:535 - While trimming the mp3 isn't required, there's no music at all after this point so you should still cut it to trim the file size
- 00:23:964 - 00:34:935 - For all diffs except Stingys: I'd highly recommend adding more hitsounding for this section because the object density raises a lot, so using the same hitsounding as the intro is very minimal. done
- soft-hitwhistle.wav has too long of a fade in which means it's delayed and unrankable. I cropped it for you to be rankable: https://puu.sh/C3cSJ/830154e593.wav added
do you have a metadata source? Here
Uprising
- AR9 feels more reasonable for this ok
- 00:15:050 (4) - Looks like you should nc this instead of 00:15:392 (1) - , you usually group these two 00:16:421 (1,2) - into a combo but not here sure
- 00:35:450 (2,3,4) - Putting a triple sound like youre overmapping. Even if the drums start fading in here they're super quiet and the player wont be able to hear them yet removed
- 00:59:364 - Youre usually super good about mapping to these drums, so it feels unfitting to skip this strong one here. I see how you want to simplify the rhythm though. Try a 1/4 repeat? added and hs'ed
- If you do the above change this one 01:04:764 (5) - as well ^
- 01:06:821 (1,2,1,2) - Feels very overmapped. There's mostly heavy exaggeration on the 1/1 rhythms of the song, so the 1/4 object density doesn't feel warranted. Not to mention the jumps overexaggerate the songs intensity. Definitely use a simpler rhythm choice. simplified
- 01:10:935 (2) - Looks like it should stack on 01:12:307 (4) - ? Makes it better structured with 01:11:278 (4) - yup
Easy
- 00:12:992 - Up until the next bookmark there's no hitsounding at all. Hitsound it for it to be rankable hitsounded
- 00:28:078 (2,3,1) - starting here, this rhythm choice gets super repetitive. To make things more interesting maybe use an alternative rhythm like 00:23:964 (1,2) - every once in a while changed
- During the first kiai section you recycle this same rhythm choice 01:07:850 (1,2,3,4) - a lot of the time. You should find another rhythm that goes well with the music and use it as rhythm variety. Similar to above gameplay just gets super repetitive changed
- 01:51:392 (5) - Remove the 1/2 slider. Even tho its the end of the map you haven't used one before so it'll throw the player off yup
k call me back! c:
thankssquirrelpascals wrote:
modding v1 😩💦
Kerigo Insane
- 00:35:878 (4) - Sounds overmapped, there's no clear note here in the music, the triple is too intense for the quiet section imo. There is a clear sound there, and I think the intensity is fine for the build up section
- 01:18:650 (2,2,4) - Use more visual spacing here? This pattern feels very condensed atm https://imgur-archive.ppy.sh/VfF2VAz.png Ok
- 01:21:050 (4,2,4,6) - Same as above. I think these patterns can be more strongly structured by using overlaps and even visualing spacing through the pattern as well Alright
- 01:40:592 (5,1) - 01:46:078 (5,1) - Spacing feels pretty big here, try reducing it? Reduced spacing
squirrelpascals wrote:
Bold = unrankable again
- Tags conflict with Easy diff, Stingy diff, and _orange diff. Make sure they're consistent across every diff. fixed
- Something that you might have forgotten to respond to:
02:08:535 - While trimming the mp3 isn't required, there's no music at all after this point so it'd be nice to cut it to trim the file size done
- There's still no hitsounding at the beginning of the Easy diff.[/b] If you copied hitsounds over to this diff after making adjustments you might have overwritten it my accident. yeah, thats exactly what happened lol
- Also there's unused hitsounds now: drum-hitnormal2.wav soft-hitclap2.wav I'm pretty sure these were from Stingy's old hitsounding that you may have overwritten as well. got rid of em
- Also, sorry for not mentioning this earlier but with both music and effect volume at 100% the soft-hitwhistle is pretty hard to hear in the song. I amplified it a bit for you so it's easier to hear and I recommend you use it, it's the same thing but louder :p https://puu.sh/C4Is9/1d5f453f7e.wav thanks!
Let me know when you make all these changes :3c
(Also is it just me but did you change the drum-hitnormal from a kick to a snare? It's okay but it threw me off at first lol)yeah, from previous mod, suggested to make changes to hitsounds cause old ones were quite inaudible when playing when with high volume