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Melanie Martinez (American Avenue Cover) - Cry Baby

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Topic Starter
7uprime

Hailie wrote:

dont forget to kd post if its a helpful mod ^^ (I personally don't mind but just letting u know when someone else mod)
=)
HLN
Insane - Главное
ГДЕ КИАЙ НА ДРОПАХ?))
Поосторожнее с формами слайдеров))) (Но эти слайдерв "глаза" мне понравились)
Новые комбо везде.
Попробуй чуть-чуть увеличить размер нот и чуть-чуть уменьшить AR

Insane
00:15:030 (1,1) - Новые комбо не нужны.
00:17:655 (2) - На этом моменте нет звука, так что убери эту ноту.
00:20:880 (1,2,3,4) - Разница в расстоянии слишком большая.
01:14:430 (1,1,1) - Зачем так много новых комбо?
03:10:830 (1,1,1) - Опять же проблема с новыми комбо.
03:20:430 (1,1,1) - То же самое.
Проблемы с новыми комбо встречаются на протяжении всей карты, новое комбо нужно, когда мелодия или аккорд в песне меняется, очень редко ставят подряд несколько объектов с разными комбо.
00:16:530 (2), 01:14:430 (1) - Почему такие изощренные формы у слайдеров?))
01:00:030 (1) - Нет никакого режущего звука, чтобы делать слайдер такой формы, а еще убери с него новое комбо.

Постарайся исправить все ошибки на протяжении всей карты.

Удачи)
Topic Starter
7uprime

LowLevelPro wrote:

Insane - Главное
ГДЕ КИАЙ НА ДРОПАХ?))
Поосторожнее с формами слайдеров))) (Но эти слайдерв "глаза" мне понравились)
Новые комбо везде.
Попробуй чуть-чуть увеличить размер нот и чуть-чуть уменьшить AR

Insane
00:15:030 (1,1) - Новые комбо не нужны.
00:17:655 (2) - На этом моменте нет звука, так что убери эту ноту.
00:20:880 (1,2,3,4) - Разница в расстоянии слишком большая.
01:14:430 (1,1,1) - Зачем так много новых комбо?
03:10:830 (1,1,1) - Опять же проблема с новыми комбо.
03:20:430 (1,1,1) - То же самое.
Проблемы с новыми комбо встречаются на протяжении всей карты, новое комбо нужно, когда мелодия или аккорд в песне меняется, очень редко ставят подряд несколько объектов с разными комбо.
00:16:530 (2), 01:14:430 (1) - Почему такие изощренные формы у слайдеров?))
01:00:030 (1) - Нет никакого режущего звука, чтобы делать слайдер такой формы, а еще убери с него новое комбо.

Постарайся исправить все ошибки на протяжении всей карты.

Удачи)
Спасибо бро хоть кто-то ответил)
damtakon
good map, not but the beginning of a little hurry does not keep up with the rhythm
Saltssaumure
Hi from my modqueue.

[Extra]
Your map feels squashed in the centre of the screen because it doesn't take advantage of the full grid space. This can be fixed quite easily by selecting all notes and ctrl+shift+s to scale map by 1.1x.
There's a lot of blanketing issues throughout the map, so fix those after you're happy with the note placements.
00:18:930 (2,3,4,5,6) - the curvature of the stream and slider are different
00:20:880 (1,2,3,4) - The strongest sounds are on white ticks, so it doesn't make sense to put a big jump to a red tick.
00:23:430 (3,4,1) - The angle going to 1 is very wide, which feels uncomfortable to play. I'd arrange the previous jumps so that the angle is less wide.
00:23:730 (1,2) - Put a red control point in the middle of 2 so that its shape is more defined, and then 1 can blanket the red control point.
00:25:680 (6,1,2,3) - Move 1 so that these lines are parallel:
00:36:180 (1,2,3,4,5,6) - Make each pair parallel.
00:38:280 (2,3,4) - This is unrankable as the circles block the view of the slider end, so it's impossible to tell which way round the slider goes.
01:45:480 (2,3,4) - ^
01:11:430 (1,2,3,1,2,3,1,2,3) - Remove the NCs because it makes it look like 1/3 rhythm.
01:21:330 (1,2) - Fix blanketing
01:25:830 (1,2,3,4,5,1,2,3) - The jump pattern is a bit untidy. Move circle 4 so that it is blanketed by slider 1 and is in the same position as the head of slider 2. Move circle 2 so it is on the tail of slider 2. Move circle 1 so that 1,3 is parallel with 2,4. Move circle 5 so that it is in the same position as the tail of slider 3.
01:47:130 (3) - Ctrl+g for more comfortable flow.
02:34:380 - Unmapped sound here.
02:43:980 (1) - Kind of strange looking slider shape, make its curvature more exaggerated so that it doesn't look accidental.
03:04:230 (1,2,3,4,5) - Make the angle between each circle even.

Good luck!
Topic Starter
7uprime
I update my map and make jumps easier few minutes after your mod lol
Topic Starter
7uprime

Saltssaumure wrote:

Hi from my modqueue.

[Extra]
Your map feels squashed in the centre of the screen because it doesn't take advantage of the full grid space. This can be fixed quite easily by selecting all notes and ctrl+shift+s to scale map by 1.1x.
There's a lot of blanketing issues throughout the map, so fix those after you're happy with the note placements.
00:18:930 (2,3,4,5,6) - the curvature of the stream and slider are different
00:20:880 (1,2,3,4) - The strongest sounds are on white ticks, so it doesn't make sense to put a big jump to a red tick.
00:23:430 (3,4,1) - The angle going to 1 is very wide, which feels uncomfortable to play. I'd arrange the previous jumps so that the angle is less wide.
00:23:730 (1,2) - Put a red control point in the middle of 2 so that its shape is more defined, and then 1 can blanket the red control point.
00:25:680 (6,1,2,3) - Move 1 so that these lines are parallel:
00:36:180 (1,2,3,4,5,6) - Make each pair parallel.
00:38:280 (2,3,4) - This is unrankable as the circles block the view of the slider end, so it's impossible to tell which way round the slider goes.
01:45:480 (2,3,4) - ^
01:11:430 (1,2,3,1,2,3,1,2,3) - Remove the NCs because it makes it look like 1/3 rhythm.
01:21:330 (1,2) - Fix blanketing
01:25:830 (1,2,3,4,5,1,2,3) - The jump pattern is a bit untidy. Move circle 4 so that it is blanketed by slider 1 and is in the same position as the head of slider 2. Move circle 2 so it is on the tail of slider 2. Move circle 1 so that 1,3 is parallel with 2,4. Move circle 5 so that it is in the same position as the tail of slider 3.
01:47:130 (3) - Ctrl+g for more comfortable flow.
02:34:380 - Unmapped sound here.
02:43:980 (1) - Kind of strange looking slider shape, make its curvature more exaggerated so that it doesn't look accidental.
03:04:230 (1,2,3,4,5) - Make the angle between each circle even.

Good luck!
ok i fix everything (mb not) exclude shape of eye slider, do it 2morrow. Btw ty so much for modding
BlakeIsMyWaifu
From my modding Q

Insane
00:16:980 (3) - That note should be on the white tick before it
00:21:630 (1) - Either you stack it with (2) before or don't make them overlap
00:26:130 (1,2) - Instead of a back to back jump make a triangle
00:33:630 (1,2) - Stack them not a huge jump
00:36:180 (1,2,3,4,5,6) - make them all go in one direction
00:38:430 (4) - Not a very neat slider. Make sure it is symmetrical
01:01:530 (1,2,3,4,5,6,7) - Make it a square sort of pattern or any shape not a straight line
01:11:430 (1,2,3,1,2,3,1,2,3) - 1. Move further away from 01:11:280 (4) 2. No need to NC spam
01:45:630 (4) - Same as before
02:28:230 (1) - Adjust it so that the first red anchor is at the same time at the second blue tick
02:50:730 (1,2,3) - Too wide of an angle
03:00:330 (1,2,3) - ^
03:13:230 (1,2,3) - Looks off

Good luck with mapset!
Topic Starter
7uprime

BlakeBestWaifu wrote:

From my modding Q

Insane
00:16:980 (3) - That note should be on the white tick before it
00:21:630 (1) - Either you stack it with (2) before or don't make them overlap
00:26:130 (1,2) - Instead of a back to back jump make a triangle
00:33:630 (1,2) - Stack them not a huge jump
00:36:180 (1,2,3,4,5,6) - make them all go in one direction
00:38:430 (4) - Not a very neat slider. Make sure it is symmetrical
01:01:530 (1,2,3,4,5,6,7) - Make it a square sort of pattern or any shape not a straight line
01:11:430 (1,2,3,1,2,3,1,2,3) - 1. Move further away from 01:11:280 (4) 2. No need to NC spam
01:45:630 (4) - Same as before
02:28:230 (1) - Adjust it so that the first red anchor is at the same time at the second blue tick
02:50:730 (1,2,3) - Too wide of an angle
03:00:330 (1,2,3) - ^
03:13:230 (1,2,3) - Looks off

Good luck with mapset!
Ty so much for modding i fix all of this exclude:
00:33:630 (1,2) - Stack them not a huge jump - i think it will make no difference
00:36:180 (1,2,3,4,5,6) - make them all go in one direction - its easy to pass anyway no reason to change it
02:50:730 (1,2,3) - Too wide of an angle, 03:00:330 (1,2,3) - ^ - also make no difference same as 00:33:630 (1,2)

Also i nerf it a little
Peter
Hi from my queue

General
Add combo colours since BG is red your combo colours should be too

Normal
00:11:730 (1) - is too long these 00:14:430 (1,2) objects are visible while spinning make it shorter by 2 white ticks
00:15:030 (2,3,4) - changing distance scaling in normal isn't recommended keep same distance everywhere
i'm not going to mention all Distance snap mistakes you've made just fix all of them
use 1.0 distance snap
second this is 00:18:030 (2) 00:20:430 (5) - slider velocity change ... remove them its not useful at all also these changes causes DS to get lower
third thing is you should make some blankets.. there are no blankets in your map why?
00:21:630 (2) - too sharp you can try to make blanket
00:24:030 (2) - why this slider has weird shape
00:38:130 (6,7) - finish hitsounds here, it doesnt match
00:50:130 (1) - same problem with spinner lenght
01:19:155 (1) - ^
02:42:030 (4) - remove and place again
02:44:880 (1) - same problem
Topic Starter
7uprime

PeterEU wrote:

Hi from my queue

General
Add combo colours since BG is red your combo colours should be too

Normal
00:11:730 (1) - is too long these 00:14:430 (1,2) objects are visible while spinning make it shorter by 2 white ticks
00:15:030 (2,3,4) - changing distance scaling in normal isn't recommended keep same distance everywhere
i'm not going to mention all Distance snap mistakes you've made just fix all of them
use 1.0 distance snap
second this is 00:18:030 (2) 00:20:430 (5) - slider velocity change ... remove them its not useful at all also these changes causes DS to get lower
third thing is you should make some blankets.. there are no blankets in your map why?
00:21:630 (2) - too sharp you can try to make blanket
00:24:030 (2) - why this slider has weird shape
00:38:130 (6,7) - finish hitsounds here, it doesnt match
00:50:130 (1) - same problem with spinner lenght
01:19:155 (1) - ^
02:42:030 (4) - remove and place again
02:44:880 (1) - same problem
Ty will fix it soon
Topic Starter
7uprime

PeterEU wrote:

Hi from my queue

General
Add combo colours since BG is red your combo colours should be too

Normal
00:11:730 (1) - is too long these 00:14:430 (1,2) objects are visible while spinning make it shorter by 2 white ticks
00:15:030 (2,3,4) - changing distance scaling in normal isn't recommended keep same distance everywhere
i'm not going to mention all Distance snap mistakes you've made just fix all of them
use 1.0 distance snap
second this is 00:18:030 (2) 00:20:430 (5) - slider velocity change ... remove them its not useful at all also these changes causes DS to get lower
third thing is you should make some blankets.. there are no blankets in your map why?
00:21:630 (2) - too sharp you can try to make blanket
00:24:030 (2) - why this slider has weird shape
00:38:130 (6,7) - finish hitsounds here, it doesnt match
00:50:130 (1) - same problem with spinner lenght
01:19:155 (1) - ^
02:42:030 (4) - remove and place again
02:44:880 (1) - same problem
Fixed exclude hitsounds cause idk how to use them properly in my map
Shanipika
Hi from mod queue owo

[Insane]
  1. 00:23:280 (2,3,4,1) - Spacing like this feel really huge for this part since even kiai dont really use that kind of huge jump. (Same for those 00:26:130 (1,2,3) -
  2. 00:59:430 (4,5) - Just a suggestion but I think it could be interessting to make those two sliders into circles to catch the stronger drum here. If you do so should prolly have a bigger jump to 00:59:730 (5) - and it would make this feel a little better imo
  3. 01:01:230 (5) - I feel it would be important to map the drum beat here 01:01:380 - as clickable. Its a pretty strong beat and its feel a bit weird to have it not played like this
  4. 01:02:430 (1,2,3) - I know you've been mapping those ''Cry'' as triples but since its the chorus reset, this one gives a really weird feeling and should prolly just be a slider instead would make this ''Cry'' better emphasized
  5. 01:09:480 - I think it would be nice to map this drum beat since you were kinda mapping the drum in the previous few beats?
  6. 01:11:280 (4,1,2,3,1,2,3,4) - This stream should prolly be placed farther from 4 since well its doesnt really feel emphasized properly right now? Would also prolly feel better if you included it in the left and right motion you created with 01:10:830 (1,2,3,4) - so having it on the left side and going to the right side?
  7. 01:33:630 (3) - I think having this as a slider would emphasize this vocal better especially since theres no sound on that 01:33:780 (4) -
  8. 01:34:530 (3) - Same with this one
  9. 01:59:130 - Should prolly map this and 01:59:280 - or just start the stream on the first one with a first reverse slider, you create a weird break pause when the drum still continue to play there its a bit awkward.
  10. 02:00:030 (1,2,3) - This is another place where the ''cry'' triple really messes up the emphasis its trying to give it since its just included in the stream.
  11. 02:43:980 (3) - Doesnt this sound start here 02:44:130 - ?
  12. 03:06:780 (4) - I think making this a circle instead would feel better.

    Oh yeah some of the things I said in first kiai also apply to second kiai. Generally the idea of making the ''Cry'' triples create a lot of weird place where it doesnt really feel emphasized as it should imo. Some definitly just dont work, some that I didnt mention also felt a bit off to me but emm yeah not sure if you really want to keep them like that.

    Different parts of the song use really similar spacing which makes some quieter part feel a bit too much compared to like the kiai of song? Thats kinda more my opinion cuz there are other differenciation sometime with rhythm density although I still feel the contrast could feel better.

    Also I didnt really talk about visual because I dont think they really affect gameplay but generally it felt lack the map lacked visual structure a lot? Slider had kinda random curves, patterns didnt really seem to relate to each other. Some stuff look like they wanted to blanket the note but are really off like this 02:14:130 (3,1) - and some slider direction like this 02:04:980 (4,5) - are a bit in weird angle when they could easily look better by just adjusting the curvature of first slider or the angle of the next one. Plus a bunch of random slight overlapping too

    And one last thing you kinda didnt really use the whole space of your playfield. Not that it as any specific effect on gameplay either other than making some pattern feel a lot packed in the middle of the screen while theres no concept of the map that really relate to that.
Topic Starter
7uprime

Shanipika wrote:

Hi from mod queue owo

[Insane]
  1. 00:23:280 (2,3,4,1) - Spacing like this feel really huge for this part since even kiai dont really use that kind of huge jump. (Same for those 00:26:130 (1,2,3) -
  2. 00:59:430 (4,5) - Just a suggestion but I think it could be interessting to make those two sliders into circles to catch the stronger drum here. If you do so should prolly have a bigger jump to 00:59:730 (5) - and it would make this feel a little better imo
  3. 01:01:230 (5) - I feel it would be important to map the drum beat here 01:01:380 - as clickable. Its a pretty strong beat and its feel a bit weird to have it not played like this
  4. 01:02:430 (1,2,3) - I know you've been mapping those ''Cry'' as triples but since its the chorus reset, this one gives a really weird feeling and should prolly just be a slider instead would make this ''Cry'' better emphasized
  5. 01:09:480 - I think it would be nice to map this drum beat since you were kinda mapping the drum in the previous few beats?
  6. 01:11:280 (4,1,2,3,1,2,3,4) - This stream should prolly be placed farther from 4 since well its doesnt really feel emphasized properly right now? Would also prolly feel better if you included it in the left and right motion you created with 01:10:830 (1,2,3,4) - so having it on the left side and going to the right side?
  7. 01:33:630 (3) - I think having this as a slider would emphasize this vocal better especially since theres no sound on that 01:33:780 (4) -
  8. 01:34:530 (3) - Same with this one
  9. 01:59:130 - Should prolly map this and 01:59:280 - or just start the stream on the first one with a first reverse slider, you create a weird break pause when the drum still continue to play there its a bit awkward.
  10. 02:00:030 (1,2,3) - This is another place where the ''cry'' triple really messes up the emphasis its trying to give it since its just included in the stream.
  11. 02:43:980 (3) - Doesnt this sound start here 02:44:130 - ?
  12. 03:06:780 (4) - I think making this a circle instead would feel better.

    Oh yeah some of the things I said in first kiai also apply to second kiai. Generally the idea of making the ''Cry'' triples create a lot of weird place where it doesnt really feel emphasized as it should imo. Some definitly just dont work, some that I didnt mention also felt a bit off to me but emm yeah not sure if you really want to keep them like that.

    Different parts of the song use really similar spacing which makes some quieter part feel a bit too much compared to like the kiai of song? Thats kinda more my opinion cuz there are other differenciation sometime with rhythm density although I still feel the contrast could feel better.

    Also I didnt really talk about visual because I dont think they really affect gameplay but generally it felt lack the map lacked visual structure a lot? Slider had kinda random curves, patterns didnt really seem to relate to each other. Some stuff look like they wanted to blanket the note but are really off like this 02:14:130 (3,1) - and some slider direction like this 02:04:980 (4,5) - are a bit in weird angle when they could easily look better by just adjusting the curvature of first slider or the angle of the next one. Plus a bunch of random slight overlapping too

    And one last thing you kinda didnt really use the whole space of your playfield. Not that it as any specific effect on gameplay either other than making some pattern feel a lot packed in the middle of the screen while theres no concept of the map that really relate to that.
Ty so much, i really think same as you and gonna remap it using this corrections in the near future tbh =)
newton-
from q

[insane]
  1. these apply throughout the whole map
  2. add combo colors
  3. i agree with shanipika, visuals seem too messy and unorganized to form coherent patterns.
  4. 00:19:230 (5,1) - just a heads up - this kind of flow into 1 is sort of a flowbreaker since it forces you to backtrack instead of following the movement 5 had. more comfortable flow would be something like 00:19:680 (1,2) - where you enter 2 by following the movement of 1.
  5. 00:19:680 (1,3) - lots of overlaps in the map that couldve been avoided - overlaps without reason make maps look messy, so i suggest removing them.
  6. 00:21:330 (3,1) etc - lots of messy blankets like this appear through the map. i suggest you go through them and fix all of them.
  7. 00:21:630 (1,1) // 00:57:180 (2,1) etc - you have a bunch of 1/1 gaps that don't really look like 1/1 - they're spaced similarly to 1/2 so players might misread them as such. 00:26:730 (4,1) - is a good example of how a 1/1 gap should be spaced, since it looks very different from other 1/2 gaps in the section.
  8. 00:25:680 (6) - golden rule of mapping: never end sliders on more important sounds than they start. in this case there's an important vocal/drum on the white tick that this slider ends on, so it's inadvisable to end it there. consider making the sliderend clickable. another example is 00:17:130 (3) - which ends on an important drum sound that warrants clickability.
  9. 00:23:430 (3,4,1) - wide angle flow like this is usually uncomfortable. only reserve it for emphasis on very strong notes or use it through the entire map as a gimmick. in this case youre already using sharp angled flow in the map so i'd recommend that you save wide angled flow for really important parts of the song instead of switching between those two types of flow without reason.
  10. 00:52:830 (1,2,3) - those triplets on "cry" are overmapped, i don't see any reason to have them there since they kill emphasis on the word "cry" and instead place the emphasis on the random background noise at 00:52:980 (3) - . a simple slider would have worked fine since it would keep emphasis on the word "cry".
i recommend watching pishifat's tutorials, they explain how to deal with these problems much better than i do

try to give this an overhaul after watching and understanding the concepts he presents in each video

good luck!
Topic Starter
7uprime

newton- wrote:

from q

[insane]
  1. these apply throughout the whole map
  2. add combo colors
  3. i agree with shanipika, visuals seem too messy and unorganized to form coherent patterns.
  4. 00:19:230 (5,1) - just a heads up - this kind of flow into 1 is sort of a flowbreaker since it forces you to backtrack instead of following the movement 5 had. more comfortable flow would be something like 00:19:680 (1,2) - where you enter 2 by following the movement of 1.
  5. 00:19:680 (1,3) - lots of overlaps in the map that couldve been avoided - overlaps without reason make maps look messy, so i suggest removing them.
  6. 00:21:330 (3,1) etc - lots of messy blankets like this appear through the map. i suggest you go through them and fix all of them.
  7. 00:21:630 (1,1) // 00:57:180 (2,1) etc - you have a bunch of 1/1 gaps that don't really look like 1/1 - they're spaced similarly to 1/2 so players might misread them as such. 00:26:730 (4,1) - is a good example of how a 1/1 gap should be spaced, since it looks very different from other 1/2 gaps in the section.
  8. 00:25:680 (6) - golden rule of mapping: never end sliders on more important sounds than they start. in this case there's an important vocal/drum on the white tick that this slider ends on, so it's inadvisable to end it there. consider making the sliderend clickable. another example is 00:17:130 (3) - which ends on an important drum sound that warrants clickability.
  9. 00:23:430 (3,4,1) - wide angle flow like this is usually uncomfortable. only reserve it for emphasis on very strong notes or use it through the entire map as a gimmick. in this case youre already using sharp angled flow in the map so i'd recommend that you save wide angled flow for really important parts of the song instead of switching between those two types of flow without reason.
  10. 00:52:830 (1,2,3) - those triplets on "cry" are overmapped, i don't see any reason to have them there since they kill emphasis on the word "cry" and instead place the emphasis on the random background noise at 00:52:980 (3) - . a simple slider would have worked fine since it would keep emphasis on the word "cry".
i recommend watching pishifat's tutorials, they explain how to deal with these problems much better than i do

try to give this an overhaul after watching and understanding the concepts he presents in each video

good luck!
thanks a lot, already fixing it
July - San
Hii! (Sorry for my bad english)
From my queue!

With you I make an exception on "Only 40 seconds to 2 minutes" Only because I love the song!

Okay let's see here....

NORMAL

00:14:430 (1) - (Add the Hitsound "Finish" , Maybe Sounds Better)

00:15:030 (2) - (Add hitsound "Clap")

00:16:230 (4) - (This too)

00:20:430 (5) - (Extended this for 00:21:030 - )

00:22:230 (3) - (Add "Clap")

00:25:830 (6) - (Add "Clap")

00:29:430 (3) - (Add "Clap")

00:31:830 (3) - (This too :v)

00:40:230 (4) - (Try to avoid sliders like these in Normal Diffs, it can become very tricky for Normal Players)

00:45:030 (6) - 00:45:630 - (Add Hitsound "Whistle")

01:21:630 (1) - (add "Finish")

02:16:830 (1,2,3,4) - (Avoid make this)

02:28:830 (1) - (Add "Finish")

03:04:230 (5) - (Eliminate Hitsound "Finish" this makes that part be heard badly) (In my opinion)

03:09:030 (1) - (Why NC here?, delete the NC Here 03:09:330 (1) - and here 03:09:030 (1) - )

CRY

Many unadjusted objects!

okay that's all, i gues...
Hey it's a good song and good map dude!

Good luck for Ranking! :) :)
Topic Starter
7uprime

July - San wrote:

Hii! (Sorry for my bad english)
From my queue!

With you I make an exception on "Only 40 seconds to 2 minutes" Only because I love the song!

Okay let's see here....

NORMAL

00:14:430 (1) - (Add the Hitsound "Finish" , Maybe Sounds Better)

00:15:030 (2) - (Add hitsound "Clap")

00:16:230 (4) - (This too)

00:20:430 (5) - (Extended this for 00:21:030 - )

00:22:230 (3) - (Add "Clap")

00:25:830 (6) - (Add "Clap")

00:29:430 (3) - (Add "Clap")

00:31:830 (3) - (This too :v)

00:40:230 (4) - (Try to avoid sliders like these in Normal Diffs, it can become very tricky for Normal Players)

00:45:030 (6) - 00:45:630 - (Add Hitsound "Whistle")

01:21:630 (1) - (add "Finish")

02:16:830 (1,2,3,4) - (Avoid make this)

02:28:830 (1) - (Add "Finish")

03:04:230 (5) - (Eliminate Hitsound "Finish" this makes that part be heard badly) (In my opinion)

03:09:030 (1) - (Why NC here?, delete the NC Here 03:09:330 (1) - and here 03:09:030 (1) - )

CRY

Many unadjusted objects!

okay that's all, i gues...
Hey it's a good song and good map dude!

Good luck for Ranking! :) :)
Ty so much *_<
coke bottle
hi skrub mod here boi :okhand:

CRY
bpm should start at 00:12:030 -
00:55:230 (5) - i dont think this slider shape represents the guitar sound properly. the sound is not like glitching or something, so this shape would not be the best. maybe change to a curve or red anchor slider. there are also other instances of this, finding it yourself would be much more educational.
u might want to move 00:57:480 (1) - to the left a bit more, cause people without hit animation on might not be able to see this note
u might want to decrease sv a bit more for this part 01:14:430 - the music is calmer so making sv decrease would make sense more. maybe something like .75 or .7 if u were to do that, make sure sv changes back to 1 at 01:21:630 -
moving 02:31:830 (4) - to 02:31:680 - would sync better
02:42:780 (2) - x256 y216
the things i mentioned up there does repeat a few times, you should get em checked too
if u want to rank, u need a hard diff and an insane 4* diff
also i cant do hitsounds so sorry about that lmao
Shii
o/
Let's get straight into the mod;
General
-Pretty sure you need an easy, or to nerf your Normal, since the Normal is awfully close to being a Hard (and you need a nice and easy map for new players).
-Also pretty sure you need a full spread, not just a Normal and Insane, correct me if I'm wrong.
-Pretty sure the Metadata needs redoing (Not sure if AMV and stuff belong there - a BN or good mapper should be able to tell you if you ask)
-Try using an Offset of 11,748, sounds a bit more in sync than your original offset.

Cry
I'm going to make a suggestion - When you map, try and consider the visual spacing of hit objects, not just their actual spacing. Visuals are about as important as the audio, and thus important to gameplay.
Everything up until 00:33:630 feels wayyyy too fast. Consider toning down the SV for this section.
(I am also aware that you are mostly mapping the vocals, but I'll still be pointing out where you're missing sounds).
00:14:898 (3) - This entire section of the song is mapped in such a fast way, yet you have this note practically stacking onto 00:14:448 (2) - when there's a 1/2 gap. It looks ugly, and plays horribly >.< This also refers to every other case which you use it (Which I'm glad you did consistently). Another glaring issue with this is that it's over mapped - there's no sound where you have this overlapping circle, unless you count the sibilance.
I'll also state that angular consistency with slider's is ideal when trying to make a nice looking map, so not having slider's in every which angle of rotation.
00:18:480 (3) - Mapped to no sound
00:18:930 (1,2,3,4) - Should not be a stream, as there are no sounds on 00:19:005 (2,4) .
00:19:680 (7,8,9) - Would have been better just mapping this as a slider or two like the rest of the vocals, since the only distinct sound apart from the vocals is 00:19:980 (9) . Also, the sound mapped at 00:19:530 (6) is very faint.
00:20:130 (1,2) - Why break flow here when you normally have mostly circular flow when mapping the vocals?
00:21:180 (5) - No Audible or really noticeable sound here.
00:23:580 (4) - No sound here, and I think 00:23:430 (3) should be mapped passively by using a slider on 00:23:280 (2) .
00:23:730 (1) - Ugly blanket of 00:24:330 (3) .
00:24:480 (4) - Ugly overlap with 00:23:730 (1) .
00:26:130 (1,2) - These could have slightly large curves so that they blanket each other better
00:28:080 (3) - No sound here.
00:29:355 - I know this would be a pain to map, but the vocals here actually start here, not on the white tick. I'm pretty sure you do this in other places, but I noticed it more here.
00:30:480 (4,5) - Talk about subtle noises. Probably won't map them, or would map them with a slider.
00:32:130 (6) - Weird shape. Could be consistent and be like 00:32:130 (6) , and blanket it as well.
00:33:030 (2,3) - Would have stacked them.
00:34:230 (1,2,3,4,5) - Lyrics don't support this kind of mapping. Most clearly seen by 00:34:530 (2) Where it's mapped the same as the rest of the sliders in this bit, yet is literally just an "-s" sound.
00:36:330 (1) - Can't tell if this is overmapped or not because of your offset :3
00:36:630 (2,3,4) - Not a fan of this, especially the fact that 00:36:630 (2,3) overlap for no reason.
00:37:080 (5,6) - REALLY jerky movement.
00:37:830 (1,2,3,4,5) - The music doesn't seem to support this kind of mapping. There's 1/4 sounds for parts, but it's overmapped as is. Try using my suggested offset and listen very carefully.
00:38:430 (6) - A bit off, though not a bad attempt at slider art.
00:39:930 (3,4,5) - Whilst this doesn't look terrible, it most certainly doesn't represent the lyrics or music particularly well.
00:41:130 (3) - Subtle sound, probably not worth mapping (especially not the same way as you're mapping more intense sound). Consider passively mapping with 00:40:980 (2) being replaced with a slider.
00:41:430 (5) - Messy overlap with 00:42:030 (2,3,4,5) . Ideally you don't want to map over something until it's completely faded before the objects you want to place would fade in. You can get away with this if it's done properly and neatly though (see; many ranked maps above 4*)
00:42:330 (6) - I would have expected this to have been mapped completely, rather than with a reversing slider.
00:42:630 (1,2,3,4,5) - Poor aesthetics with these jumps, along with very inconsistent spacing.
00:43:680 - Lyrics start here, yet nothing is mapped here?
00:43:830 (2,3,4,5,6) - Like every other time I mention this, the lyrics don't really support this kind of mapping. Moreover, there's aesthetic issues that need to be addressed.
00:46:680 (2) - Have to assume this is meant to be mapped to the lyrics, as there's nothing else that this could be mapped to.
00:47:280 (2) - No sound here.
00:47:430 (3,4,5,6,7,8,9) - Quite a messy stream, and i don't here anything on 00:47:655 (6) . Questioning why this has such short spacing compared to other streams, when it's the exact same thing?
00:55:230 (5) - Can't imagine this needing such an erratic shape at the start. I get that there's a guitar, but visually and gameplay-wise, it's not a particularly great idea.
00:55:830 (1,2) - Missing opportunity for slider head of (2) to be blanketed well by (1)'s body.
00:56:430 (3) - Explain the shape at the end for me.
00:57:255 - Sound here but nothing mapped to it? Could use a slider, perhaps 1/4 to cover it.
00:58:830 (1) - Could have been blanketed by 00:58:230 (4,5) 's slider bodies.
00:59:280 (2,3,4,5,6) - Inconsistent jumps, and overall inconsistent in the grand scale of things.
01:01:530 (7) - Don't like how it overlaps with 01:01:905 (2,3,4,5) .
01:06:630 (1,2) - Could be mapped as one repeating slider as there is quite a distinct sound on 01:06:705 from the guitar.

I'm not going to mod anymore of this, since it's the exact same issues just in a slightly different form.
Things you need to work on massively include:
-Consistency
-Visuals
-Overmapping/Undermapping
-Rhythm Choices.

I know this is mean, and I'd hate for someone to tell me this as well, but I think you'd be better off remapping from scratch.

Good luck with your future mapping endeavours!
Doj
henlo

[General]
There are a lot of things I think you could improve so I'll just point out stuff and talk about it.
I also notice in some places you places notes where there was no sound. You could add more personality (for lack of a better term) to your map if you didn't map those, and instead have the pauses where there actually is no sound. If that makes sense.

[Cry]
00:19:530 (6,7,8,9) - Ok so think about the sounds in this pattern. You have the 00:19:830 (8) - this note that is a super hard snare, but in this pattern you have all the notes equally spaces and close together. I think you should, at the very least, make it so that spacing between 00:19:680 (7,8) - these notes are the largest to emphasize the quick and intense hit that is there. You should look around your maps for parts with the hard snare, and make sure you make it stand out instead of blending in (ie larger spacing or something like that). Unless the snare is on a slider end, then don't worry about it I guess.
00:33:630 (1,2) - I don't know exactly what instrument is being played here on these notes, but it starts to become part of the beat here. It looks to me like your mapping to the vocals a lot. Why not map more to instruments played on 00:33:630 (1,2) - these notes? You can also map to the vocals while mapping to this as well, so you don't have as many pauses while playing. This also applies to the section starting 01:21:330 - here.
00:40:830 (1,2,3,4,5) - I think it's weird how you have this pattern made this way, but there is no sound that justifies the jump to be so sudden. I do hear the drums that you're mapping to, but I don't the jump fits the intensity. I think you could ease into the instead of increasing the spacing so quickly. This applies to other parts you have in the map btw
00:47:430 (3,4,5,6,7,8,9) - Not sure if it's just me, but the drums here don't warrant this stream. I hear 4 drum hits.
01:06:930 (3) - there's no sound here.
01:22:080 (3) - ^
01:38:130 (1) - So I'm gonna touch again on the thing about placing notes where there is no sound. You don't always have to map where there is sound, for example (i.e. vocals). Here there is a vocal you avoid mapping and instead start mapping 01:38:430 (2) - here like you already have. I think if you do this it'll add A LITTLE SAUCE TO THIS MAP KNOW WHAT IM SAYING?!?!?!?!
01:59:130 - woah why didn't you map the drum here or 01:59:280 - here ?
02:07:380 - I think you should map this drum.
02:14:130 (3) - no sound here
02:16:680 - there is a drum here you could map
02:30:030 - You should make this snare clickable
02:32:430 - ^
02:33:330 - you should map this drum
02:42:330 - there's a drum roll here you should map
02:44:130 - map the drum here
02:57:180 - map this drum
02:57:330 (1,2,3,4,5) - this isn't actually a stream, it's only like 3 notes
03:16:230 (1,2,3,4,1,2,3,4) - there's no drum roll here to justify this stream

GL!
Topic Starter
7uprime

Reynolduh wrote:

hi skrub mod here boi :okhand:

CRY
bpm should start at 00:12:030 -
00:55:230 (5) - i dont think this slider shape represents the guitar sound properly. the sound is not like glitching or something, so this shape would not be the best. maybe change to a curve or red anchor slider. there are also other instances of this, finding it yourself would be much more educational.
u might want to move 00:57:480 (1) - to the left a bit more, cause people without hit animation on might not be able to see this note
u might want to decrease sv a bit more for this part 01:14:430 - the music is calmer so making sv decrease would make sense more. maybe something like .75 or .7 if u were to do that, make sure sv changes back to 1 at 01:21:630 -
moving 02:31:830 (4) - to 02:31:680 - would sync better
02:42:780 (2) - x256 y216
the things i mentioned up there does repeat a few times, you should get em checked too
if u want to rank, u need a hard diff and an insane 4* diff
also i cant do hitsounds so sorry about that lmao
Ty for mod but bpm offset seems not usefull for me <3 and yeah about decreasing sv in some parts of map is a good idea lol (should did it at the beggining)
Topic Starter
7uprime

ShiiTsuin wrote:

o/
Let's get straight into the mod;
General
-Pretty sure you need an easy, or to nerf your Normal, since the Normal is awfully close to being a Hard (and you need a nice and easy map for new players).
-Also pretty sure you need a full spread, not just a Normal and Insane, correct me if I'm wrong.
-Pretty sure the Metadata needs redoing (Not sure if AMV and stuff belong there - a BN or good mapper should be able to tell you if you ask)
-Try using an Offset of 11,748, sounds a bit more in sync than your original offset.

Cry
I'm going to make a suggestion - When you map, try and consider the visual spacing of hit objects, not just their actual spacing. Visuals are about as important as the audio, and thus important to gameplay.
Everything up until 00:33:630 feels wayyyy too fast. Consider toning down the SV for this section.
(I am also aware that you are mostly mapping the vocals, but I'll still be pointing out where you're missing sounds).
00:14:898 (3) - This entire section of the song is mapped in such a fast way, yet you have this note practically stacking onto 00:14:448 (2) - when there's a 1/2 gap. It looks ugly, and plays horribly >.< This also refers to every other case which you use it (Which I'm glad you did consistently). Another glaring issue with this is that it's over mapped - there's no sound where you have this overlapping circle, unless you count the sibilance.
I'll also state that angular consistency with slider's is ideal when trying to make a nice looking map, so not having slider's in every which angle of rotation.
00:18:480 (3) - Mapped to no sound
00:18:930 (1,2,3,4) - Should not be a stream, as there are no sounds on 00:19:005 (2,4) .
00:19:680 (7,8,9) - Would have been better just mapping this as a slider or two like the rest of the vocals, since the only distinct sound apart from the vocals is 00:19:980 (9) . Also, the sound mapped at 00:19:530 (6) is very faint.
00:20:130 (1,2) - Why break flow here when you normally have mostly circular flow when mapping the vocals?
00:21:180 (5) - No Audible or really noticeable sound here.
00:23:580 (4) - No sound here, and I think 00:23:430 (3) should be mapped passively by using a slider on 00:23:280 (2) .
00:23:730 (1) - Ugly blanket of 00:24:330 (3) .
00:24:480 (4) - Ugly overlap with 00:23:730 (1) .
00:26:130 (1,2) - These could have slightly large curves so that they blanket each other better
00:28:080 (3) - No sound here.
00:29:355 - I know this would be a pain to map, but the vocals here actually start here, not on the white tick. I'm pretty sure you do this in other places, but I noticed it more here.
00:30:480 (4,5) - Talk about subtle noises. Probably won't map them, or would map them with a slider.
00:32:130 (6) - Weird shape. Could be consistent and be like 00:32:130 (6) , and blanket it as well.
00:33:030 (2,3) - Would have stacked them.
00:34:230 (1,2,3,4,5) - Lyrics don't support this kind of mapping. Most clearly seen by 00:34:530 (2) Where it's mapped the same as the rest of the sliders in this bit, yet is literally just an "-s" sound.
00:36:330 (1) - Can't tell if this is overmapped or not because of your offset :3
00:36:630 (2,3,4) - Not a fan of this, especially the fact that 00:36:630 (2,3) overlap for no reason.
00:37:080 (5,6) - REALLY jerky movement.
00:37:830 (1,2,3,4,5) - The music doesn't seem to support this kind of mapping. There's 1/4 sounds for parts, but it's overmapped as is. Try using my suggested offset and listen very carefully.
00:38:430 (6) - A bit off, though not a bad attempt at slider art.
00:39:930 (3,4,5) - Whilst this doesn't look terrible, it most certainly doesn't represent the lyrics or music particularly well.
00:41:130 (3) - Subtle sound, probably not worth mapping (especially not the same way as you're mapping more intense sound). Consider passively mapping with 00:40:980 (2) being replaced with a slider.
00:41:430 (5) - Messy overlap with 00:42:030 (2,3,4,5) . Ideally you don't want to map over something until it's completely faded before the objects you want to place would fade in. You can get away with this if it's done properly and neatly though (see; many ranked maps above 4*)
00:42:330 (6) - I would have expected this to have been mapped completely, rather than with a reversing slider.
00:42:630 (1,2,3,4,5) - Poor aesthetics with these jumps, along with very inconsistent spacing.
00:43:680 - Lyrics start here, yet nothing is mapped here?
00:43:830 (2,3,4,5,6) - Like every other time I mention this, the lyrics don't really support this kind of mapping. Moreover, there's aesthetic issues that need to be addressed.
00:46:680 (2) - Have to assume this is meant to be mapped to the lyrics, as there's nothing else that this could be mapped to.
00:47:280 (2) - No sound here.
00:47:430 (3,4,5,6,7,8,9) - Quite a messy stream, and i don't here anything on 00:47:655 (6) . Questioning why this has such short spacing compared to other streams, when it's the exact same thing?
00:55:230 (5) - Can't imagine this needing such an erratic shape at the start. I get that there's a guitar, but visually and gameplay-wise, it's not a particularly great idea.
00:55:830 (1,2) - Missing opportunity for slider head of (2) to be blanketed well by (1)'s body.
00:56:430 (3) - Explain the shape at the end for me.
00:57:255 - Sound here but nothing mapped to it? Could use a slider, perhaps 1/4 to cover it.
00:58:830 (1) - Could have been blanketed by 00:58:230 (4,5) 's slider bodies.
00:59:280 (2,3,4,5,6) - Inconsistent jumps, and overall inconsistent in the grand scale of things.
01:01:530 (7) - Don't like how it overlaps with 01:01:905 (2,3,4,5) .
01:06:630 (1,2) - Could be mapped as one repeating slider as there is quite a distinct sound on 01:06:705 from the guitar.

I'm not going to mod anymore of this, since it's the exact same issues just in a slightly different form.
Things you need to work on massively include:
-Consistency
-Visuals
-Overmapping/Undermapping
-Rhythm Choices.

I know this is mean, and I'd hate for someone to tell me this as well, but I think you'd be better off remapping from scratch.

Good luck with your future mapping endeavours!

Ok first of all i really appreciate your response thanks
about this slider at 00:56:430 (3) i think i did it cause here is a bad word you know and also is not effect play at all=)
also i delete some 'bad' gaps and add those in some places
ofc add a littlle bit of aesthetics and improve Rhythm i think
And also big Thanks for a new offset. It really feels better (in my opinion ofc)

about some stuff like Metadata and a full spread. It's not important now cause i'm mainly focusing on 'Cry' difficulty and trying to make it almost 5*(not 5+*)
Thank you 1 more time <3
Topic Starter
7uprime

Doj wrote:

henlo

[General]
There are a lot of things I think you could improve so I'll just point out stuff and talk about it.
I also notice in some places you places notes where there was no sound. You could add more personality (for lack of a better term) to your map if you didn't map those, and instead have the pauses where there actually is no sound. If that makes sense.

[Cry]
00:19:530 (6,7,8,9) - Ok so think about the sounds in this pattern. You have the 00:19:830 (8) - this note that is a super hard snare, but in this pattern you have all the notes equally spaces and close together. I think you should, at the very least, make it so that spacing between 00:19:680 (7,8) - these notes are the largest to emphasize the quick and intense hit that is there. You should look around your maps for parts with the hard snare, and make sure you make it stand out instead of blending in (ie larger spacing or something like that). Unless the snare is on a slider end, then don't worry about it I guess.
00:33:630 (1,2) - I don't know exactly what instrument is being played here on these notes, but it starts to become part of the beat here. It looks to me like your mapping to the vocals a lot. Why not map more to instruments played on 00:33:630 (1,2) - these notes? You can also map to the vocals while mapping to this as well, so you don't have as many pauses while playing. This also applies to the section starting 01:21:330 - here.
00:40:830 (1,2,3,4,5) - I think it's weird how you have this pattern made this way, but there is no sound that justifies the jump to be so sudden. I do hear the drums that you're mapping to, but I don't the jump fits the intensity. I think you could ease into the instead of increasing the spacing so quickly. This applies to other parts you have in the map btw
00:47:430 (3,4,5,6,7,8,9) - Not sure if it's just me, but the drums here don't warrant this stream. I hear 4 drum hits.
01:06:930 (3) - there's no sound here.
01:22:080 (3) - ^
01:38:130 (1) - So I'm gonna touch again on the thing about placing notes where there is no sound. You don't always have to map where there is sound, for example (i.e. vocals). Here there is a vocal you avoid mapping and instead start mapping 01:38:430 (2) - here like you already have. I think if you do this it'll add A LITTLE SAUCE TO THIS MAP KNOW WHAT IM SAYING?!?!?!?!
01:59:130 - woah why didn't you map the drum here or 01:59:280 - here ?
02:07:380 - I think you should map this drum.
02:14:130 (3) - no sound here
02:16:680 - there is a drum here you could map
02:30:030 - You should make this snare clickable
02:32:430 - ^
02:33:330 - you should map this drum
02:42:330 - there's a drum roll here you should map
02:44:130 - map the drum here
02:57:180 - map this drum
02:57:330 (1,2,3,4,5) - this isn't actually a stream, it's only like 3 notes
03:16:230 (1,2,3,4,1,2,3,4) - there's no drum roll here to justify this stream

GL!
Thanks i'm working on some of this mistakes already
Marmorexx
Hey There \o/

From my modding queue:
I really like the song :D Had a fun time modding this!

Cry ---

00:23:898 - If you move it up like this it feels nicer :D
00:28:248 (1) - This one is a little close to the slider before it
00:29:448 (7) - There is a snare there in the background that gets kinda lost if you dont put a note on it. So i'd suggest you place a circle here (00:29:298) and a slider from 00:29:448 - 00:29:598.
00:37:698 - This break is really hard to read, since the triple is really close to the (5). This can easily be fixed by placing a circle there
00:44:748 (7,8) - Not a bad jump, but the way it overlaps with (5) looks kinda unpleasant. Try placing them like this.
00:47:148 (4) - Consider placing a NC here to not end up on an 11 counter
01:01:248 - While a break here fits well in the song, it makes the next (1) really hard to see. I'd place a circle there and place it somewhere on the right part of the jump section
01:09:948 (1) - Why New Combo?
01:10:848 (5,6,7) - These are not properly stacked.
01:12:048 (9) - Make this a New Combo and not 01:12:948 (1,1,1) because there is no connection between them anyway because they're so :) close to each other. Also, try to add some zigg-zagg variation to it :) It helps the flow
01:44:898 - Same problem as earlier. It feels weird to stop there
01:54:648 (5,6,7) - These are not properly Stacked either. The (5) is a little bit further apart from the (6) than the (7) is. Its small details like this which will make your map look professional.
01:57:648 (1,1,2) - You can introduce this part with circles. However, you need to really show which notes are when to hit! You can do that by adjusting the spacing like this. Otherwise this part will be very irritation for a lot of players.
02:08:448 - Same problem as earlier. Either place a note in the break or think of another way to make the (1) pop out more
02:17:148 (1) - Why new combo here?
02:18:048 (5,1,2) - Again the triples xD
02:18:648 (1,2,3,4,5,6,7,8,1) - Wouldnt a more spaced stream feel better here? Its in the chorus and even Kiai Mode. You can make it harder :D
02:21:648 (1) - This seems too far away from (4)
02:26:448 - Insert Break Time here to prefent HP from draining
02:32:898 (1,2) - This is too hard to make out. Try placing a slider at (1) and put the velocity to 0.5! Its nicer that way
02:43:998 (3) - This break is hard to make out too... Either let the slider start at 02:43:848, or think of another way to make this easier to read for people who don't know the song. It's kinda hard to place a note on an improvised vocal like this one :/
02:55:698 (1,2,3,4) - These look like they have to be hit like the ones you placed here 02:53:448 (1,2). You shouldnt make them look the same. Maybe move them apart so they dont touch anymore :)
03:11:448 (5) - This one looks like its too far away from (4)
03:21:049 (5) - ^


Really fun map tho! Just make sure that people who don't know the song will be able to read it :)

Good Luck!
Topic Starter
7uprime

Marmorexx wrote:

Hey There \o/

From my modding queue:
I really like the song :D Had a fun time modding this!

Cry ---

00:23:898 - If you move it up like this it feels nicer :D
00:28:248 (1) - This one is a little close to the slider before it
00:29:448 (7) - There is a snare there in the background that gets kinda lost if you dont put a note on it. So i'd suggest you place a circle here (00:29:298) and a slider from 00:29:448 - 00:29:598.
00:37:698 - This break is really hard to read, since the triple is really close to the (5). This can easily be fixed by placing a circle there
00:44:748 (7,8) - Not a bad jump, but the way it overlaps with (5) looks kinda unpleasant. Try placing them like this.
00:47:148 (4) - Consider placing a NC here to not end up on an 11 counter
01:01:248 - While a break here fits well in the song, it makes the next (1) really hard to see. I'd place a circle there and place it somewhere on the right part of the jump section
01:09:948 (1) - Why New Combo?
01:10:848 (5,6,7) - These are not properly stacked.
01:12:048 (9) - Make this a New Combo and not 01:12:948 (1,1,1) because there is no connection between them anyway because they're so :) close to each other. Also, try to add some zigg-zagg variation to it :) It helps the flow
01:44:898 - Same problem as earlier. It feels weird to stop there
01:54:648 (5,6,7) - These are not properly Stacked either. The (5) is a little bit further apart from the (6) than the (7) is. Its small details like this which will make your map look professional.
01:57:648 (1,1,2) - You can introduce this part with circles. However, you need to really show which notes are when to hit! You can do that by adjusting the spacing like this. Otherwise this part will be very irritation for a lot of players.
02:08:448 - Same problem as earlier. Either place a note in the break or think of another way to make the (1) pop out more
02:17:148 (1) - Why new combo here?
02:18:048 (5,1,2) - Again the triples xD
02:18:648 (1,2,3,4,5,6,7,8,1) - Wouldnt a more spaced stream feel better here? Its in the chorus and even Kiai Mode. You can make it harder :D
02:21:648 (1) - This seems too far away from (4)
02:26:448 - Insert Break Time here to prefent HP from draining
02:32:898 (1,2) - This is too hard to make out. Try placing a slider at (1) and put the velocity to 0.5! Its nicer that way
02:43:998 (3) - This break is hard to make out too... Either let the slider start at 02:43:848, or think of another way to make this easier to read for people who don't know the song. It's kinda hard to place a note on an improvised vocal like this one :/
02:55:698 (1,2,3,4) - These look like they have to be hit like the ones you placed here 02:53:448 (1,2). You shouldnt make them look the same. Maybe move them apart so they dont touch anymore :)
03:11:448 (5) - This one looks like its too far away from (4)
03:21:049 (5) - ^


Really fun map tho! Just make sure that people who don't know the song will be able to read it :)

Good Luck!
Ty mai dood gona fix this mistakes and update parts after first chorus tomorrow
BanchoBot
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