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RiraN - Daydream

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Topic Starter
Tei Hek
This beatmap was submitted using in-game submission on Wednesday, November 8, 2017 at 9:33:44 PM

Artist: RiraN
Title: Daydream
Source: Dynamix
Tags: Dynamix Daydream Hardstyle c4cat Electronic English
BPM: 150
Filesize: 3667kb
Play Time: 02:26
Difficulties Available:
  1. Hard (2.83 stars, 262 notes)
  2. Keep Me In This Daydream! (4.34 stars, 546 notes)
  3. Mega (3.69 stars, 423 notes)
  4. Normal (1.81 stars, 170 notes)
Download: RiraN - Daydream
Information: Scores/Beatmap Listing
---------------
Difficulty names come from Dynamix (Casual, Normal, Hard, Mega, Giga). Should I change the last diff to Giga so Mega makes sense?
Also the heck do I name the easiest diff. It's like not normal but it's like not Casual (Easy).
Peter
Easy
00:04:850 (3) - well ar is too low to overlap this like that
00:18:050 (1) - too close beginners will get confused with low spacing like this one
00:18:050 (1) - overlapping + its too close + shape is weird
00:40:050 (1) - i know you are good at spinning but beginners aren't so they won't spin this that quick remove it cause making it longer won't be good idea cause there is second problem with that 00:41:650 (1,2) - are visible while spinning ...
00:45:250 (2) - why is it placed here? not idk here http://osu.ppy.sh/ss/9278788
00:47:250 (5) - 1/2 slider with reverse arrow in easy arent good idea
00:48:050 (1) - overlapping with 00:46:850 (4)
00:52:850 (1) - same problem with this..
00:59:250 (3) - overlapping with 00:59:250 (3)
01:02:450 (4) - its placed bad..
01:04:050 (1) - 2009 shape ..
01:05:650 (1) - too short
01:21:050 (3) - well to confusing for beginners needs to start on white ticks
01:22:650 (3) - ^
01:27:450 (2) - ^
01:30:650 (3) - ahh i will just stop fix all of these!
01:38:050 (2,3,1) - too much overlapping
01:38:050 (2,3,1) - thats easy diff so don't use that
01:42:450 (1) - ehh 01:45:650 (1,2) - are visible while spinning
its time for ..
Hard
00:03:250 (1,2,3) - weird jump make better blanket or whatever maybe this/? http://osu.ppy.sh/ss/9278834
00:05:650 (2,3) - ahh placing objects when the previous ones were ... no pls
00:08:050 (1) - if you really want to make something like this .. make it look better http://osu.ppy.sh/ss/9278841
00:11:650 (5,6,7) -too low spacing
00:13:450 (1,2) - feels like 2008 or even 2007
00:19:250 (2) - blanket so change curve by making less sharp
00:20:150 (4) - ahh overlapping + blanket isnt perfect
00:21:050 (5,6,7,8,9) - nah.. change that
00:50:850 (9) - where are notes after this
01:39:850 (2) - too close

Mega
00:50:050 (9) - new combo
01:46:850 (7) - missing note after
01:46:850 (7) - same and problem repeats

Well last diff is above 4 and i got some more people to mod so..
Topic Starter
Tei Hek
Fixed issues for all three.
Easy
Changed Normal to Casual to reflect Dynamix's easy diff.
Fixed spacing of beginning sliders through more repositioning than I had anticipated
00:45:250 (2) on Normal/Easy Casual felt silly after I looked at it again
I didn't realize that the spinners would be problematic, I had let auto do it, after I had ran through it myself
Changed red tick sliders by moving them back and extending legnth
Hard
Changed 00:21:050 (5,6,7,8,9) to a star
00:50:850 (9) - Oops, guess I had forgotten to add notes after I saved and left at one point.
Mega
00:50:050 (9 1) - Done
01:46:850 (7) and onwards with missing notes - Didn't feel like this needed change since I wasn't following every sound leading to the vocals at the end
Also seems liked there were less mistakes made as I went higher in diff... Maybe I should spend more time on lower diffs...
Slightly bummed that last diff wasn't modded since that's where I tried something new, but rules are rules.
As for "Feels like [Year Number]," that probably means I should find some new beatmaps
DeletedUser_10209520
Hello!

From my queue:

Casual
I guess this is a normal diff?
00:03:250 (1,2,3) - Still the tiniest bit of overlap here - maybe rotate first slider abour 30 degrees counterclockwise to fix?
00:13:250 (1) - Vocals start about a tick after the slider starts - move the slider forward one tick.
01:42:450 (1) - End the slider when the vocals begin, so that then you can map when the drop starts so the transition is less awkward.
01:51:250 (4) - Multiple reverse sliders on a normal diff = too hard. Replace this with a slider with 1 repeat, but a red anchor on the red ticks so that the sound is still "felt".
01:52:450 (1,2,3) - New players may get confused and try to hit 3 first - move 3 downwards more to make the path more clear.
01:57:650 (6) - Same multiple reverses issue - replace the reverses with 2 red anchors.
02:14:450 (1,2,3) - Yeah... uh.... yougettheidea

Hard
00:16:050 (1,2,3) - 2nd note is held, 3rd note could be a note - swap 2 and 3 around on the timeline.
00:17:850 (4) - Since Hards allow 1/2 repeating sliders, maybe replace this with a repeating slider with 2 repeats?
00:20:150 (4) - Note ends 1 tick before slider does - shorten the slider.
00:24:250 (4) - White tick emphasis - replace slider with a 1/2 repeat slider with 1 repeat and a note.
02:11:650 - Sounds here, no notes though?

Mega
00:16:050 (1,2,3) - White tick emphasis - Swap 2 and 3 on timeline.
00:16:950 (3) - Put head on other end of slider for better flow.
Entire Kiai Time - Mega comes under a Hard diff. "Note density should consist of mostly 1/2, occasional 1/4, or slower rhythms". The drop is almost entirely 1/4 rhythm, although since this map is a pretty high star Hard diff, it might be allowed.
01:20:050 (1,2,3) - Hey, it's that pattern from 00:16:050 (1,2,3) again! Swap 2 and 3 again though.
01:23:250 (1,2,3) - Again!
01:26:450 (1,2,3) - yeah i kinda think you get the point here
02:11:250 - map.exe has stopped responding
02:19:250 - cricket noises

Keep me in this daydream!
Title - Hey, uh... can we get some Capital Letters to Signify Importance of Words in a Title?
00:06:050 - Empty space - maybe fill with a note and a repeat slider for the vocal "glitching"?
01:32:850 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - I would say vocals are more important here and should be mapped instead of the melody, but I guess that's opinion.
01:53:250 (6) - Maybe make this a repeat slider to show the change in pitch?
01:56:350 (6) - Sound starts 1 tick after slider starts.
02:11:250 - More gaps in the map here.
02:17:250 - Plug 'em up real tight.

GL, HF!
Topic Starter
Tei Hek
Done.
Casual
I guess this is a normal diff? Reverted Casual back to Normal. Realized it wouldn't make sense given the spread.
00:03:250 (1,2,3) - Still the tiniest bit of overlap here - maybe rotate first slider abour 30 degrees counterclockwise to fix? Done.
00:13:250 (1) - Vocals start about a tick after the slider starts - move the slider forward one tick. Done.
01:42:450 (1) - End the slider when the vocals begin, so that then you can map when the drop starts so the transition is less awkward. You mean Spinner? (Done.)
01:51:250 (4) - Multiple reverse sliders on a normal diff = too hard. Replace this with a slider with 1 repeat, but a red anchor on the red ticks so that the sound is still "felt". Forgot that was a thing. (Done.)
01:52:450 (1,2,3) - New players may get confused and try to hit 3 first - move 3 downwards more to make the path more clear. Done.
01:57:650 (6) - Same multiple reverses issue - replace the reverses with 2 red anchors. Done.
02:14:450 (1,2,3) - Yeah... uh.... yougettheidea Done. :)


Hard
00:16:050 (1,2,3) - 2nd note is held, 3rd note could be a note - swap 2 and 3 around on the timeline. Done.
00:17:850 (4) - Since Hards allow 1/2 repeating sliders, maybe replace this with a repeating slider with 2 repeats? Replaced with two 1/2 sliders.
00:20:150 (4) - Note ends 1 tick before slider does - shorten the slider. Done.
00:24:250 (4) - White tick emphasis - replace slider with a 1/2 repeat slider with 1 repeat and a note. Replaced with two 1/2 sliders.
02:11:650 - Sounds here, no notes though? Oops.

Mega
00:16:050 (1,2,3) - White tick emphasis - Swap 2 and 3 on timeline. Done.
00:16:950 (3) - Put head on other end of slider for better flow. Done.
Entire Kiai Time - Mega comes under a Hard diff. "Note density should consist of mostly 1/2, occasional 1/4, or slower rhythms". The drop is almost entirely 1/4 rhythm, although since this map is a pretty high star Hard diff, it might be allowed. I had to try...
01:20:050 (1,2,3) - Hey, it's that pattern from 00:16:050 (1,2,3) again! Swap 2 and 3 again though. Done.
01:23:250 (1,2,3) - Again! Done. Again!
01:26:450 (1,2,3) - yeah i kinda think you get the point here Done.
02:11:250 - map.exe has stopped responding map.exe has responded again
02:19:250 - cricket noises LOUD NOISES


Keep me in this daydream!
Title - Hey, uh... can we get some Capital Letters to Signify Importance of Words in a Title? deRp.
00:06:050 - Empty space - maybe fill with a note and a repeat slider for the vocal "glitching"? Dun.
01:32:850 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - I would say vocals are more important here and should be mapped instead of the melody, but I guess that's opinion. Wasn't exactly sure how it should have been mapped.
01:53:250 (6) - Maybe make this a repeat slider to show the change in pitch? Can't due to the time it takes to finish followed by the space afterwards.
01:56:350 (6) - Sound starts 1 tick after slider starts. Fixed.
02:11:250 - More gaps in the map here. Filled.
02:17:250 - Plug 'em up real tight. Plugged.
huntress
i like hardstyle

[Keep Me In This Daydream]
- 00:09:650 (7,8) - 00:12:850 (8,9) - these should be stacked like 00:11:250 (4,5) - its just kinda hard to read that fullbeat gap as it is because its unexpected
- 00:14:050 (5) - should reverse once to cover the end of "night"
- 00:16:050 (2,3,4) - this is where i started wondering why the cs was so high, stuff like this just seems really cramped which is weird considering how much space you have available because of cs. should at least lower it to 5 tbh and try to make these parts less overlappy like 00:19:550 (2,3,4,5) - here especially is visually awkward
- the stream starts 00:38:450 (1) - here with the beat change but the melody doesnt change until 00:38:850 (5) - . could map this distinction by having 00:38:450 (1,2,3,4) - as two 1/4 sliders or a reversing slider idk
- all throughout the kiai you use the exact same rythym and patterns and its quite boring. try to mix up the jumps from just the triangles, and the 1/4 sections could be given lots of variety with 1/4 sliders etc. also the spacing is way too low for an intense part of the song while only being 150 bpm
- 01:31:450 - should probably be mapped
- 01:32:850 (1,2,3,4) - this rythym is really confusing because you have the melody on the 3/4 beats but the vocals still continue in the background on full beats. i wouldnt really know the best way to map this but i think you could get away with it being all sliders as that would still have the feel of a slow buildup idk
- second kiai is a bit better than the first in terms of variety but you can still mix it up a lot
- 01:53:850 (1,2,3,4,5,6,7) - this should be more spaced, like at least as much as 01:50:650 (1,2,3,4,5,6,7) - which comes right before it and is around the same intensity
- 02:07:650 - vocals here that should be mapped
- 02:13:250 (2) - 02:19:650 (2) - these parts here have a lot of sounds that arent being mapped, you have a lot of opportunities here to map more unique stuff that isnt in the rest of the map


good song i want more hardstyle in osu
dsco
overall your map style is pretty good on the consistency end of things but you should definitely try and focus more on shaping and aesthetics, lots of things are very cluttered and not-so-pretty which impacts playability and readability. try and give things more structure by choosing circle placements that fit the objects before them (like putting a halfway between two objects or stacked on something perfectly or making geometric patterns/shapes, like you do in the mega diff here: 02:14:450 (1,2,3,4,5,6,7,8) - )

keep me in this daydream
00:04:050 (5,6) - i feel like it'd look nicer if these tails stacked
00:05:050 (2,5) - could blanket and 00:05:050 (2,6) - could stack which would make 00:06:050 (6,2) - look nicer, too
00:07:650 (6,1) - try to keep a good visual spacing distance, these objects are probably too close to look nice.
00:09:250 (6) - rotate -10 degrees for a consistent circular pattern with the last slider, and same suggestion to stack the slider tails
00:10:250 (1,2) - rhythm should be other way imo (circle then slider)
00:19:550 (2,3,4) - cluttered pattern, and messy blankets.
00:24:450 (2) - delete middle tick and replace (accidental bezier slider)
00:25:250 (6,1) - stack slider tail?
00:34:650 (7,1) - should be a circle in between imo, and maybe make 7 slider into circles also?
00:35:250 (1,2,3,4,5,6) - 00:36:850 (7,8,9,10,11,12) - could look nicer (use a star pattern maybe?)
00:56:050 (10) - NC
01:02:450 (1,2,3,4,5,6,7,8) - try to avoid slight overlaps like 2,5 or 1,6 in your jump patterns, it makes them look messier.
01:23:250 (1,2,3,4) - doesn't look great, very messy and cluttered
01:27:650 (5,6) - avoid this slight overlap
01:30:850 (5,1) - insert break time
01:34:050 (5,5,5,5) - these sliders would look nicer if they were curved towards the left and more vertical than diagonal i think
01:39:250 (1,2,3,4,5,6,7,8,1,2,3,4) - i think you should try and focus more on the synth here than the drums, a rhythm like this would work well: https://i.imgur.com/9wvTfsh.png
01:40:850 (7,1) - swap NC
01:46:050 (3,5) - avoid slight overlap
01:46:850 (1) - this rhythm removes the emphasis of the sound that is on the tail here, if you do a circle and then a 1/2 slider starting where the end of the slider is now i think it will work better. also remove the NC :D (also applies to 01:50:050 (7) - etc..)
01:47:450 (1,2,3,4) - cluttered
01:51:450 (5,6) - this should definitely be a triple
01:52:650 (4,5) - this rhythm doesnt emphasize the music well and is confusing since it looks visually identical to 01:46:250 (4,5) - and others, making it almost impossible to read correctly
01:54:650 (5,6) - should also be a triple
01:56:250 - forgot a circle here
02:04:850 (1) - use 2 circles instead since there are two vocal syllables? (same with 02:08:050 (4) - etc)
02:07:250 (3,4) - there should be a rhythm in here
02:08:050 (4) - NC
02:11:450 (1) - remove NC
02:13:250 (2) - use two kicksliders to emphasize the bass synth? (this occurs more than once, i.e.: 02:19:650 (2) - )
02:14:450 (1,2,3) - it hink you should emphasize the bass synth here, maybe with something like this? : https://i.imgur.com/vDjJKqI.png (same with 02:20:850 (1,2,3,4,5,6,7,8) - )
02:18:650 - missing a circle here

mega
00:05:650 (5,1) - i think you should map rhythms to the vocal glitching here
00:56:750 (6,8) - avoid slight overlap
01:04:050 (1,2) - space more so it doesnt look like 1/2
01:25:650 (3,5) - avoid slight overlap
01:32:850 (1,2,3,4,5,6,1,1,2,3,4) - why is the first half a different rhythm than the second half? its the same rhythm in the music.
01:34:750 (1) - remove NC
01:39:250 (1,2) - i think using this rhythm for each repeat of this would fit better: https://i.imgur.com/dTcSK1C.png
01:42:250 (9) - the tail of this has a very important musical sound so it should be clickable
01:47:850 (3,4) - space more
01:46:850 (7) - i think moving this back 1/2 and then adding a circle where this slider used to start would emphasize the music better (continues, like here 01:50:050 (6) - and 01:53:250 (7) - )
01:48:650 (5) - this should be 2 circles since the tail is has a very emphasized downbeat
01:56:450 (7) - use 2 circles?
01:56:050 (5,6,7) - space more for emphasis?
02:03:050 (1) - you could smooth out the beginning of this slider so it curves more like a circle
02:04:850 (2,3,4) - this slider edge overlap doesnt look good
02:10:450 (6,7,8) - i think there's not enough rhythm here, you should try and fill this measure more
02:16:050 (5) - NC
02:18:850 (5,6) - 02:19:250 (6,7) - these have equal spacing but there is a different rhythm; this misleads the player. to fix you could stack 02:19:250 (6,7) -
02:19:250 (6,8) - stack

hard
00:06:450 (3) - NC (NC every 4 beats)
00:11:650 (5) - NC
00:18:250 (5,1) - ugly overlap
00:21:050 (5,6,7,8,9) - this star isnt perfect :< you can tell because 00:21:050 (5,8) - slightly overlap and 00:21:250 (6,9) - don't) to make a perfect star either hit ctrl+shift+d or copy the first two circles, paste them later and then rotate by 36 and stack them on the original two circles to see where the next one should go, and rinse/repeat
00:28:650 - i think you should have a circle here
00:31:650 (8) - this should be a 1/2 slider, not 3/4, there is a sound on the red tick
00:30:450 (5) - NC
00:33:650 (5) - NC
00:36:850 (5) - NC
00:41:650 (1,2,3) - same spacing but different rhythm gap. try to avoid this. (you could stack 1 on 2)
00:43:250 (6) - NC (every 4 beats would be better than every 8 for this kiai)
00:51:650 (11,1) - there should be circles between the slider and spinner.
00:54:450 (1,2,3,4,5,6) - this rhythm is really sparse, you could add more objects to make it feel more energetic, like making 00:54:450 (1,2,3) - into 1/2 sliders and adding circles before 00:55:850 (4,5) - these
01:22:250 (5,6) - this is a really awkward rhythm thats hard to read, https://i.imgur.com/16k9Xmf.png would work better
01:23:250 (1,2,3) - same spacing, different rhythm gap
01:28:450 (5,6) - should be mapped like you do this previously. the spacing looks the same but its the wrong rhythm
01:32:850 (1,2) - each of these sliders is following the same rhythm in the music but they are different lengths which makes this confusing to play. maybe instead, delete the 3rd slider in the combo and make 2 repeat.
01:34:450 (4) - NC
01:37:650 (4) - ^
01:40:850 (5) - ^
01:51:450 (5,1) - ugly slider overlap
01:54:450 (4,5,1) - avoid slight overlaps
02:03:050 (1) - i think you can make this slider look nicer, and make it avoid overlapping the slider before it
02:07:250 (2,3,4) - same spacing, different rhythm gap
02:10:050 (2,3) - improvable blanket
02:11:250 (4) - make this slider bigger so that 02:12:850 (1) - can fit in it with space around it, and also so the tail and head dont overlap so much (02:17:650 (1) - looks nicer)
02:14:650 (1,2) - sliders that repeat more than once are very hard to read unless they are 1/4 sliders, and these start on a red tick so its even harder. maybe do a circle and thena repeat slider instead? 02:20:850 (4) - it works better here because this time you start it on the white tick.
02:17:650 (1) - blanket isnt perfect
02:20:850 (4,6) - NC
02:20:850 (4,5) - same suggestion as before, maybe use circle + repeat slider instead?

normal
this is more of an easy diff than a normal diff. or you could call it 'beginner'. theres basically no 1/2 rhythm in the map
00:06:850 (1,3) - stack 3 on 1's tail
00:12:850 (3) - i would remove this since you are following the vocals everywhere else in this section exclusively
00:13:450 (1) - this slider feels lazy, its cool with the blanket on 00:16:050 (1) - but it doesnt follow the music well. try finding a rhythm for the vocals instead
00:16:050 (1,1,2) - these slider blankets are kinda messed up, and there isnt enough rhythm, this doesnt follow the music well.
most of this entire intro is just slider art that doesnt follow the music well, i think you should try and study some ranked normal difficulties to get a better idea of what rhythms to use for this difficulty.
00:41:650 (7) - NC
00:43:250 (1) - remove NC
00:42:050 (8,2) - 00:48:450 (2,4) - try to avoid having objects overlap so much
00:54:450 (1,4) - improvable blanket
00:56:850 (5,6) - don't stack 1/1 in the lowest diff since it confuses new players
00:57:650 (1,3) - avoid slight overlap
01:02:450 (4,1) - ugly overlaps
01:23:250 (1) - this is a slider art you can keep since its mapped to something in the music pretty clearly
01:23:250 (1,2) - try to avoid having the slider borders overlap
01:28:450 (2) - not the prettiest slider
01:39:250 (1,2,3,4) - doesnt look too pretty
01:46:850 (1) - why is there no rhythm until 01:46:850 (1) - ????? 01:46:850 (1) - the drop here is completely missed, you need to have a rhythm here
01:47:250 (1,1) - avoid slight overlap
01:51:250 (4) - 01:57:650 (6) - these would be better as a 1/2 repeat slider with a circle on 01:52:050 - // 01:58:450 -
01:53:650 (4) - NC
01:56:850 (5) - NC
02:00:050 (1) - remove NC
02:01:650 (1) - this slider should end 1/2 earlier so you can put an object where its tail is currently
02:05:650 (3,4) - avoid stack so that you are consistent with all 1/1 rhythms being spaced
02:14:050 (3,1) - avoid slight overlap
02:20:850 (4) - NC (also i think this shape could be prettier)

good luck! :)
Topic Starter
Tei Hek
From Huntress's mod (will look at dsco's soon due to school):
Keep Me In This Daydream
- 00:09:650 (7,8) - 00:12:850 (8,9) - these should be stacked like 00:11:250 (4,5) - its just kinda hard to read that fullbeat gap as it is because its unexpected Done.
- 00:14:050 (5) - should reverse once to cover the end of "night" Done. Had to change the pattern right after, but a little rotation and repositioning did the job.
- 00:16:050 (2,3,4) - this is where i started wondering why the cs was so high, stuff like this just seems really cramped which is weird considering how much space you have available because of cs. should at least lower it to 5 tbh and try to make these parts less overlappy like 00:19:550 (2,3,4,5) - here especially is visually awkward Done.
- the stream starts 00:38:450 (1) - here with the beat change but the melody doesnt change until 00:38:850 (5) - . could map this distinction by having 00:38:450 (1,2,3,4) - as two 1/4 sliders or a reversing slider idk Done.
- all throughout the kiai you use the exact same rythym and patterns and its quite boring. try to mix up the jumps from just the triangles, and the 1/4 sections could be given lots of variety with 1/4 sliders etc. also the spacing is way too low for an intense part of the song while only being 150 bpm Done. With the spacing, I didn't want it too high since I can barely do streams with larger spaces in between, but I see where this is coming from
- 01:31:450 - should probably be mapped Looked at dsco's idea of just adding a break there.
- 01:32:850 (1,2,3,4) - this rythym is really confusing because you have the melody on the 3/4 beats but the vocals still continue in the background on full beats. i wouldnt really know the best way to map this but i think you could get away with it being all sliders as that would still have the feel of a slow buildup idk
- second kiai is a bit better than the first in terms of variety but you can still mix it up a lot Will do soon.
- 01:53:850 (1,2,3,4,5,6,7) - this should be more spaced, like at least as much as 01:50:650 (1,2,3,4,5,6,7) - which comes right before it and is around the same intensityDone.
- 02:07:650 - vocals here that should be mapped done.
- 02:13:250 (2) - 02:19:650 (2) - these parts here have a lot of sounds that arent being mapped, you have a lot of opportunities here to map more unique stuff that isnt in the rest of the mapWill do soon.
TheKingHenry
Hello mod from my queue~
dsco's massive ass mod probably covers most of the things I mention as well (since the map hasn't been updated with it yet) but let's see how it goes. Since you said you are slightly new to mapping I'll probably lean more towards the overall side of things since that'll probably help you more. Thus try applying things more than I mention since most of the time the places I say are just examples of the thing I mention.
General
  1. "Trying to find a style that fits me is a pain." While there are probably lots of opinions on things like that, I think this is kinda wrong approach here. "Trying to find" sounds to me like you are trying different styles (of different mappers) as if you'd find some of them to "your style" as well. While that could happen as well, I think better approach would be to use the styles made by others as a source of information and inspiration, widening your horizons about the possibilities in mapping. But as for the style of your own, keep mapping using the knowledge you've gathered as the base, and you'll eventually form style of sorts you could call your own. That way it also creates what I'd call ideal situation in mapping, where new mappers create their own styles through trial and error but using the work of their preceders as the base, thus creating situation where in theory mapping evolves further and further while having the same base. All in all this is just my take on things and highly subjective, but nevertheless I think you shouldn't worry too much about "finding your style", just keep mapping and you'll eventually notice you actually have some style of your own.
Easy
  1. Some rhythm-related things now since the rhythms is fairly sparse. When using sliders, it'd be best to not have important sounds on the sliderends, since they are not clicked. See for example 00:04:850 (3) - where the sliderend is at the 1st white tick of the next measure. For rhythms as well, stuff like 00:10:450 (1,2,3,1) - the rhythms feel somewhat random and it feels unsure about what they are supposed to follow (well, the problems parts are mostly the beginnings of 00:10:450 (1,1) - which don't seem to fit too well) In case of 00:13:450 (1) - , move it 1/2 forward so it begins on the strong sound. With 00:10:450 (1) - could for example move it 1/1 forward but tbh most of the options here feel somewhat bad
  2. Related to structure as well, NCing is important too, it helps the player understand better the rhythmical structure in the song. Most of the time, simple NC rules like "NC every 1st tick of the measure" or alternatively "NC every second white tick" or smth for dense NC are good, since consistent NCing makes things more structured. In here, see for example 00:41:650 (7,8) - where new section begins but for some reason there is no NC
  3. About aesthetics, visual patterns like blankets and triangles and symmetry and whatnot, there are already some, but some need tuning as well. Could for example stack 00:06:850 (1,3) - for cleaner visuals, also lots of blankets are not actually "perfect", see for example the highly blanketed pattern about where that stack was as well 00:04:850 (3,1,2) - to see if blanket is right or not, use the approach circle of the blanketed object (it's perfectly round, so with it you can easily see if the visual distance between the objects is the same all the way, creating a smooth-looking blanket). Also in case of blankets, most of the time it's fairly free on what is the visual distance you want to use with it (in low diffs around the size of the DS used is pretty good and common though). But most of the time making blankets so close the objects touch each other like 00:16:050 (1,1,2) - is a no-go.
  4. More about aesthetics, it also needs some consistency on some things. For example, it's not really recommendable to spam different slider shapes for similar sounds (or just overall, especially on lower diffs). See for example 01:39:250 (1,2,3,4) - or 01:33:250 (2,2,2,2) - just before it. Not only do large amount of different slider shapes make it look more inconsistent here, it also makes it visually more crude with strongly curved sliders like 01:40:850 (3,4) - (on higher diffs you could do something more gimmicky with these for example, but here on Easy they just look visually worse than smoother sliders, since the simple patterns you would normally use in Easy like casual blankets for example isn't really supported by the shape)
  5. That's already a lot of things but I'll give look to the rest of the diffs to see if there is something different worth noting. And probably some more examples of these things.
Hard
  1. 00:05:650 (2,4,5) - for example good place to stack (note that due the automatic stack on these ones it can fuck up the stack easily, since you want the upper circle of these to be stacked with the previous slider)
  2. 00:10:250 (1) - fairly common example of the rhythm thing about the sliderends and whatnot. Here there is vocal 1/2 before the white tick, but it's leading towards it, so it'd make more sense to have the red tick with circle and then slider at the white tick. Basically with the current sliders it delivers the clicking emphasis on wrong ticks. (see the idea at 00:14:650 (1,2,3,4,5) - where you did it better)
  3. 00:21:050 (5,6,7,8,9) - visual thing. Similarly how you want symmetrical patterns to be exactly symmetrical, you want polygons you use be perfect polygons (unless they are not so restricted, some "almost" or "resembling" polygon shape, which this isn't since this is almost ready anyways) In case you are not familiar with the tool, to create perfect polygons, use shortcut keys Ctrl+Shift+D or then from the upper left part of the screen choose Compose -> Create Polygon Circles. Mess with it to see how the tool itself work.
  4. 00:27:450 (1,2,3,4) - all the circles not looking like they have the same spacing, fix stacking
  5. 00:29:250 (2) - rhythms things: the quiet af background 1/4 aside, no 1/4 to support this. As in, would not do this here since it feels like rhythmical overmapping without proper and clear basis in the song. In case of rhythms, always try to recreate the rhythms as accurately as possible. There are some freedoms in rhythms as well for mappers but for now it's best if you try following the actual (clear) rhythms as accurately as possible. Note that this also means you should think of what objects represent the existing rhythms in the best way, not only that they contain the right rhythms. Right rhythms ofc being more important now though. (note here that in the kiai time the rhythms you used is correct, its just that the rhythm ain't really there for all the build-up
  6. 01:42:450 (9,1) - see the NC? 01:42:450 (9) - would be better NC instead
Mega
  1. I might be out of loop with something, but Mega seems like custom diff name of sorts, and only top diff can have custom diff name. In case of using different diff naming system overall (like those from other rhythm games that are seen in some mapsets and so on) it could be there but the lower diff names seem fairly common, making this out of place.
  2. 00:21:050 (1,2) - see the sliderend positioning. You should also take a look at thigns like 00:47:450 (7) - with that in mind, since while it's not really fucking up the structure of the pattern itself, it's still containing fairly strong sound in the sliderend. Multiple ones of these as well, for example in this same diff at 00:26:550 (9) - 00:39:050 (4) - and so on
  3. 00:35:250 (8,1) - NCing
  4. 00:56:450 (3,4,5,6,7,8) - for visuals, overlapping patterns like this doens't look good, unless you repeat it in such way that it becomes a concept/pattern of its own in the map. Important is if the player gets the impression of it being intended or not.
  5. 01:42:250 (8,1) - combination of couple things. 01:42:250 (8) - shouldn't be slider like this, there is important sound under the end. And that end should be the NC.
Keep Me In This Daydream!
  1. 00:04:050 (5,6) - would look better stacking stuff like this
  2. 00:19:250 (1,2,3,4,5) - hitsounding related, make the sliderends quieter (or silent) when mapping rhythms this way. Without doing that it will sound messy, especially the louder the hitsounds are (this is ofc not the case when the rhythms are literally like that, but most of the time it's that the sliderends have no sounds in the song at all)
  3. 00:26:550 (3) - see that sliderend once again
  4. 00:29:250 (2,3,4,5,6) - same thing as in some earlier diff, Hard I think. There isn't really any clear sound for this, and that being said it'd be better to not map this in almost the exact same way as after the build-up (see 00:42:050 (2,3,4,5,6) - ) even if there was sounds for this, it would just make the build-up feel useless. The point of build-up is the build from something less intense to something more intense (or in some cases, the build-up gets more and more intense only for the intensity to drop almost to zero for the kiai itself. Anyways not related to this map)
  5. 00:47:650 (8,1) - kinda bonus, but would be cool to emphasis this 1/1 with small spacing. See for example what you did at 00:11:250 (4,5) -
  6. 00:56:050 (10) - about the consistency in NCing, this should be NCd too like what you had done before. (also for that matter combo of 18 like this would be kinda longish in most cases and would be cut down)
  7. 01:05:650 (1) - kinda subjective, but I'd prefer if in cases like this there'd be that one more circle for the strong sound on the tick and then the spinner right after that instead
  8. 01:20:050 (1,2,3,4) - see the hitsounds thing
  9. 01:32:850 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - digging this approach
  10. 01:45:650 - this section feels kinda messy, lots of combos beginning on red ticks with 1/1 gaps in-between so that they are hard to grasp. Also partly due how the visuals look very messy with a lot of overlaps and seemingly lot of different slider shapes (not exactly sure if there are that many or not here)
Good luck!
Topic Starter
Tei Hek
Sorry for lack of update, I've been busy. Updates will come out soon™
Topic Starter
Tei Hek
Here comes both dsco's and TheKingHenry's mods. I just kinda mashed them together and only listed things I found most important. (I have read each part of it, don't worry)
General
TheKingHenry-
"Trying to find a style that fits me is a pain." While there are probably lots of opinions on things like that, I think this is kinda wrong approach here. "Trying to find" sounds to me like you are trying different styles (of different mappers) as if you'd find some of them to "your style" as well. While that could happen as well, I think better approach would be to use the styles made by others as a source of information and inspiration, widening your horizons about the possibilities in mapping. But as for the style of your own, keep mapping using the knowledge you've gathered as the base, and you'll eventually form style of sorts you could call your own. That way it also creates what I'd call ideal situation in mapping, where new mappers create their own styles through trial and error but using the work of their preceders as the base, thus creating situation where in theory mapping evolves further and further while having the same base. All in all this is just my take on things and highly subjective, but nevertheless I think you shouldn't worry too much about "finding your style", just keep mapping and you'll eventually notice you actually have some style of your own.
To be honest, I was surprised when you took notice to it, I had just put something since I was just experimenting with the sliders in the second half of the hardest diff. Perhaps I should change it though.
Normal/Casual?
Still conflicted on what I should call this. Casual is Dynamix's version of easy, and normal is normal. Also it's 1.85*, which falls under Normal diff, but as dsco pointed out, there's not a 1/2 rhythm.
dsco's suggestion about sliders- I added more stuff rather than just sliderart.
dsco- 01:46:850 (1) - why is there no rhythm until 01:46:850 (1) - ????? 01:46:850 (1) - the drop here is completely missed, you need to have a rhythm here
I didn't have anything here after a previous suggestion to remove the circles that appeared while the spinner was still active
Hard
dsco and TheKingHenry- Both of you pointed out the imperfect star shape. I had found out about the polygon creator after I made the beatmap but I forgot that I had a star there.
Outside of that, everything was addressed and resolved.
Mega
So I should probably explain that Mega is Dynamix's difficulty selection (Casual, Normal, Hard, Mega, Giga). Yeah.
Outside of this, I should probably get into remembering Circle = Slider head > Slider end > Spinner (or whatever the order is).
Keep Me In This Daydream!
TheKingHenry - 00:04:050 (5,6) - would look better stacking stuff like this
and dsco - 00:04:050 (5,6) - i feel like it'd look nicer if these tails stacked
Done!
dsco - 01:52:650 (4,5) - this rhythm doesnt emphasize the music well and is confusing since it looks visually identical to 01:46:250 (4,5) - and others, making it almost impossible to read correctly
Turns out one of the sliders was put at the wrong time. It's fixed now.
Senery
Hi NM from my queue

[Normal]
  1. Check AiMod, you have some in consistent distant snaps
  2. 00:04:850 (3,1) - blanket these better, i wont be adressing them so you should look through the bad to fix those(only the really obvious ones i will probably mention)
  3. 00:04:850 (3,2) - you should stack these, again aswell as this i wont be mentioning them
  4. 00:13:450 (3) - you should start this on the white tick after so it wont confuse the player
  5. 00:25:650 (1) - you should make this the same as the sliders before it for consistency
  6. 00:30:450 (1,2,3,4) - imo you should use some different hitsounds for this, it doesnt really fit with the music(also (1) isnt like the others it still has a normal hitsound)
  7. 00:40:050 - you should add a note here because its a pretty loud sound in the music so you shouldnt skip it, for emphasis i would put it on top of 00:39:650 (6) -
  8. 00:52:850 - ^
  9. 00:54:450 (1,4) - ugly overlap
  10. 00:57:650 (1,3) - ^
  11. 01:23:250 (1) - this slider seems a bit out of place, maybe just use the rhythm before it? (i get youre trying to follow the vocal here but using a big slider just doesnt fit)
  12. 01:42:450 (1) - you have atleast 2 beats between the end of the spinner and the next note(how you have it right now is unrankable)
  13. 02:01:650 (1) - same as the other slider mentioned
Overall this diff rhythm wise is fine(could be better in some parts) but you should really look at the aesthetics of the map(stacks, blankets overlaps, etc)

[Hard]
  1. same here as normal with the stacks and blankets
  2. 00:10:850 (2,3) - make this the same distance as before, it looks like these objects are 1/4th rhythm apart
  3. 00:11:050 (3,1) - same for this ones but instead of 1/4th its 1/2, space them out more
  4. 00:51:250 (1,2) - stack these properly
  5. 00:52:250 (3,4,5) - you should use the same distance throughout the map only stuff that really sticks out in the music can have some difference in spacing but not a lot
  6. 01:26:450 (1,2,3) - as a hard diff this would be too confusing for players
  7. 01:38:250 (2,1) - space these apart, this overlap looks really bad
Same as Normal with the aesthetics, but you should fix the spacing on this diff. Use the same spacing for everything just the parts that stick out in the music you can have some differences in spacing

[Mega]
  1. 01:34:750 (1) - no need for this NC here
  2. 02:03:050 (1) - maybe lower the sv of this a bit?
Same as Normal

[Keep Me In This Daydream!]
  1. Check AiMod, you have 2 timing points in the same spot
  2. One thing i already notice in this diff is that youre too focused in the middle this will create a lot of ugly overlaps on your map, try to use the corners
  3. 00:26:550 (3) - i would replace this with 2 circles, the sound are the same as 00:26:250 (2) - so having them as a slider doesnt fit
  4. 00:34:050 (2,3,4,5,6) - this flow isnt right, its goes into the slider creating a really awkward movement, also the overlapping is really ugly
  5. 00:39:250 (5,6,7,8,9,10,11,12) - this part of the streams looks really ugly, try to make it curve better
  6. 01:00:850 (1,2,3,4) - why the sv change here? the song doesnt do anything different
  7. 01:31:250 - random break here? no need for this because its so short
  8. 01:45:650 (1,2) - why did you map the background sound here? the loud bass sound 01:45:650 - here is much more noticable than the background sounds
Overall the map isnt really great, you have a lot of ugly overlaps throughout the mapset and on the insane youre too focused in the middle try to space thing more out so you wont generate ugly overlaps, this also counts for blankets and stacks, try to map with the previous objects in mind and give the objects a meaning for why you place them in that certain position

Good luck!
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