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In Mourning - Colossus

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Topic Starter
TheKingHenry

Stratos wrote:

M4M from your queue.

00:42:867 (1) - maybe emphasize this a little bit more by putting it on the slider end of 00:42:191 (2) - and move this a little bit more up to the left 00:43:137 (2) - something like this - https://stratos.s-ul.eu/pFeiTXFW While the idea ain't bad and not like it couldn't hurt to have some additional emphasis for that, I think it's better as is. It's lining up with the patterning of the previous ones not only with blankets and that kind of shit but also what's important it's having similar spacing which is the main point here considering it's to indicate the rhythm similarity (which differs from most rhythms in these sections)

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01:00:434 (2) - move this circle where the 01:00:569 (3) - is and then put the 01:00:569 (3) - on this slider head 00:59:488 (2) - something like this for example https://stratos.s-ul.eu/6NyO44ez No? First of all using same spacing for different rhythms would not only play meh compared to this but also have way less emphasis at them.

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02:10:164 (5) - maybe emphasize this a little more by overlapping it with this 02:08:002 (3) - and then move the reverse slider a little bit more down so you emphasize both sounds a little more,
and move 02:09:488 (2) - to the reverse slider tail? something like this for example https://stratos.s-ul.eu/TrNCTtFZ Not necessary. There are specific places where 1/4 gaps are emphasised enough for spacings (mostly for other reasons than the sound itself actually) and this works better this way, the spacing of the jumps is enough so I'll avoid buffing the spacing to the jump itself (the relation to the object you wanted it stacked with is also pretty damn hollow lol

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03:01:786 (1) - overlap with the slider end of 02:59:218 (2) - looks better Not really any difference, the objects ain't visible compared to each other at any level, and thus this is more positioned according to what'd play better (and this lines up better with that than going off the path with the stack which wouldn't even be visible at any point)

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03:28:677 (3) - move this a bit more to the left so it looks better like this for example https://stratos.s-ul.eu/ZIAZr0mW Literally no matter lol (so why not move heh?) but current (on the current side = right) it keeps the DS of the previous and next object with less differences and I prefer that >.<

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03:41:786 (1) - overlap this with the slider end of 03:40:434 (3) - so it fits the last pattern more, and you're going for the stacking sliders in this part so it makes more sense to me. like this for example https://stratos.s-ul.eu/KvvMAete Tested but sorry, it looks worse. It's important that these slider patterns all have the same spacings and positions and angles compared to their paired counterparts and keeping that while stacking that with waht you said and keeping the stack of the other made the position actually look very meh (with also additiona confliciting stacks with following patterns) and thus this looks like a more peaceful option after all

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03:55:029 (1,2) - change this a little bit up so it emphasizes the sound on 03:55:299 (1) - a little more, something like this for example 03:55:299 (1) - something like this for example https://stratos.s-ul.eu/WwONDcx1 Not really necessary, but nothing really holding back here either so moved little some way

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03:55:840 (1) - stack this with 03:55:029 (1) - you can just move the pattern and then stack it again with 03:56:380 (1,2,1,2,1,2,1,2,1,2) - this part and then 03:58:812 (2,4) - this. No idea what you're on with the later suggestions and the first one is done already lul

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05:58:676 (3) - stack this with the slider tail of 05:56:649 (1) - so it emhpasizes it a little bit more and looks better in the blanket. Not supposed to be in the blanket, it's supposed to be low spacing sparse rhythm into higher spacing denser rhythm just like is used a lot with the 1/1 and 1/2 (so it's not supposed to completely stop here

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07:35:969 (2,1,2) - why not make this into a visually better triangle like this for example https://stratos.s-ul.eu/LasPFzSg looks better Because it's supposed to be groups of 2 (so 2+2 here) and triangle doesn't fit into that

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07:53:537 (6) - stack with slider end on 07:54:753 (2) - Why not actually. Moved both though to avoid having massive spacing on the circles (well it got buffed anyways though)

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08:17:185 (3) - rotate by ten degrees and the stack the slider head on 08:17:185 (3) - , and move these a little down so it doesn't have a ugly overlap with 08:17:185 (3) - like this for example https://stratos.s-ul.eu/4fsvYAts Pretty sure you fucked up some links, anyways looking your pic I think I know what you're about here, and it's not really necessary, the overlap doesn't really exist on editor even, much less in gameplay for that matter so there isn't really any point in shaking the status quo

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08:43:807 (1,2) - fix stack ¯\_(ツ)_/¯ True enough (you fucked up your links again though)

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08:59:618 (1,2) - stack with 08:57:455 (1,2) - Duuuuude there's like 2 seconds and couple dozen objects between them, no matter lol, placements are fine as is

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09:01:239 (2) - maybe make the slider stack better with 09:00:158 (5,6) - like this for example https://stratos.s-ul.eu/4tUbLlYT looks better Not necessary, the relation between objects is shallow and their relative spacings to surroundings are more important.

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Good map, Honestly not many things I could point out but hopefully I was helpful in any way. If I would describe this map in one word it would be triangle heaven. Indeed there were couple little things I accepted here, but to be fair have to mention that most of the time there isn't any point stacking objects with distinct time and object differences between them (like counting in seconds) especially in readily structured map. The relations between the to-be-stacked objects are trifling with gaps like that especially when the relative objects' immediate surroundings have usually way more relation to them, further restricting insignificant tunings like that. As you saw from couple examples, there were places with possibly executable ones too, but this time this way.
Thanks for the mod!
Sytho
What up doc from the queue!

02:43:677 The liner flow with the circle doesn't feel good because you have a curved slider
03:19:625 Not an error, but grid snap doesn't perfectly center the objects in these rings
03:42:596 This circles mess up the flow of the transaction to the slider
04:48:541 Tic of this noise is completely off with the note
09:02:861 I consider this as an unexpected difficulty spike. Can you make it a non spaced stream leading into a spaced one so people can get the warning?





What I like about this map: It makes me feel like a drummer while playing it
Topic Starter
TheKingHenry

Matthew Rigaud wrote:

What up doc from the queue!

02:43:677 The liner flow with the circle doesn't feel good because you have a curved slider Difference would be nonexistent with short stream of low spacing. Also short streams with low spacing look better as linear (or slightly curved at most) so current works better.
03:19:625 Not an error, but grid snap doesn't perfectly center the objects in these rings Indeed can't really fix it and since it's on fairly good shape it can stay
03:42:596 This circles mess up the flow of the transaction to the slider Not sure what you mean? What you linked isn't circle (neither is the object still visible there) but since I presume you mean the lingering object bothers you, uh, not like that's problem or should be one. It shouldn't confuse anyone of how the pattern actually goes (and for one, it's likely not even visible anymore while playing)
04:48:541 Tic of this noise is completely off with the note You're right. It's better, however, to keep the timing more constant than to additionally time all the offnotes everywhere (as long as they aren't off by margins and frequency that'd fuck up the gameplay, which this isn't)
09:02:861 I consider this as an unexpected difficulty spike. Can you make it a non spaced stream leading into a spaced one so people can get the warning? You are right as in the stream probably comes outta nowhere for the player, music doesn't really tell of it beforehand; though it's clear to see it's stream right as it appears, and most importantly it's in the music. Also worth noting it's not very large spike in terms of how difficulty is calculated (albeit it's probably larger than that for most players) but rather consistent rise with how the finale overall is done. Anyways as the music kicks right in, it fits more to have the stream kick right in too. I actually did get some feedback on this from testplays but I rather prefer to sudden impact than making the transition smoother when it'd fit the music worse. It's also already having sliders before it to make the transition more lenient clicking-wise ¯\_(ツ)_/¯





What I like about this map: It makes me feel like a drummer while playing it
Didn't really accept anything so no kds, sorry
Thanks for the mod!
Sytho

TheKingHenry wrote:

Matthew Rigaud wrote:

What up doc from the queue!

02:43:677 The liner flow with the circle doesn't feel good because you have a curved slider Difference would be nonexistent with short stream of low spacing. Also short streams with low spacing look better as linear (or slightly curved at most) so current works better.
03:19:625 Not an error, but grid snap doesn't perfectly center the objects in these rings Indeed can't really fix it and since it's on fairly good shape it can stay
03:42:596 This circles mess up the flow of the transaction to the slider Not sure what you mean? What you linked isn't circle (neither is the object still visible there) but since I presume you mean the lingering object bothers you, uh, not like that's problem or should be one. It shouldn't confuse anyone of how the pattern actually goes (and for one, it's likely not even visible anymore while playing)
04:48:541 Tic of this noise is completely off with the note You're right. It's better, however, to keep the timing more constant than to additionally time all the offnotes everywhere (as long as they aren't off by margins and frequency that'd fuck up the gameplay, which this isn't)
09:02:861 I consider this as an unexpected difficulty spike. Can you make it a non spaced stream leading into a spaced one so people can get the warning? You are right as in the stream probably comes outta nowhere for the player, music doesn't really tell of it beforehand; though it's clear to see it's stream right as it appears, and most importantly it's in the music. Also worth noting it's not very large spike in terms of how difficulty is calculated (albeit it's probably larger than that for most players) but rather consistent rise with how the finale overall is done. Anyways as the music kicks right in, it fits more to have the stream kick right in too. I actually did get some feedback on this from testplays but I rather prefer to sudden impact than making the transition smoother when it'd fit the music worse. It's also already having sliders before it to make the transition more lenient clicking-wise ¯\_(ツ)_/¯





What I like about this map: It makes me feel like a drummer while playing it
Didn't really accept anything so no kds, sorry
Thanks for the mod!
same for ur mod thx :D
NemoDoko
Hi!!^^ Came from you mod queue (m4m)!

First of all, I have to say this map is real real clean so I can't help you much (also because I'm noob in modding!!). Thus, if you think this mod is bad (which will be) and don't benefit you any. You don't have to mod me back. (But if you do then I really appreciate it)

Let's start!

In your kiai section, you are not so consistence with changing rotation!
i.e. 04:14:487 (1) - marked the first change in rotation (which is very nice due to emphasis) but 04:16:379 (1) - didn't change (while they are quite similar). Then you basically did the opposite in the second half of kiai: 04:29:623 (1) - didn't change and 04:31:514 (1) - changed!
This applies to the second kiai also so I hope you get what I mean.

...(actually, other things I noticed already mentioned in other mod you rejected)

So that's it I guess. Hope this get ranked soon^^
Topic Starter
TheKingHenry

thanh_nemo wrote:

Hi!!^^ Came from you mod queue (m4m)!

First of all, I have to say this map is real real clean so I can't help you much (also because I'm noob in modding!!). Thus, if you think this mod is bad (which will be) and don't benefit you any. You don't have to mod me back. (But if you do then I really appreciate it)

Let's start!

In your kiai section, you are not so consistence with changing rotation!
i.e. 04:14:487 (1) - marked the first change in rotation (which is very nice due to emphasis) but 04:16:379 (1) - didn't change (while they are quite similar). Then you basically did the opposite in the second half of kiai: 04:29:623 (1) - didn't change and 04:31:514 (1) - changed!
This applies to the second kiai also so I hope you get what I mean. I get what you mean, but (I think this is in some previous mods too) it's intentionally so; as the patterning is fairly simple and repetitive for the music, I decided to not do the same for one important part of how it works that is the rotation. Instead of strictly following turning points at specific intervals I made it so that it turns seemingly randomly. Not only will it keep the pattern more "fresh", it also fits the idea of fighting against the sea, where the sea surely won't do your bidding and obediently go along your expectations but rather thrash around with abandon like this is now supposed to be doing.

...(actually, other things I noticed already mentioned in other mod you rejected)

So that's it I guess. Hope this get ranked soon^^
Didn't really accept anything so no kudosu, sorry
Thanks for the mod!
Deramok
  1. 00:28:813 (1) - i'd move this farther away so it isn't leveled in with 00:28:272 (3) - intensity wise. just something like https://mok.s-ul.eu/TnRzsM2g or decreased sv does the job with the additional angle. just would need various minor fixes with the rest of the section ofc
  2. 02:45:164 (2) - would increase the spacing for this since it certainly doesn't sound to have the same intensity as something like 02:45:704 (2) - . maybe https://mok.s-ul.eu/9tH5TbUj could work as it also differentiates 3 from the following sliders with the opposite direction. works similarly for https://mok.s-ul.eu/qu18RweZ etc although some work fine without the direction change like 03:02:596 (3) - since the placement is different enough already since it's an oposite rather than a repetition relationship with 03:02:867 (1,2,3) -
  3. 03:27:191 (1,2) - maybe space those out. works better with the pitches imo https://mok.s-ul.eu/yaZ1X705
    04:13:677 (1,2,3,1,2,3) - these triangles feel very lacking in emphasis to me. the nc just isn't enough to with the spacing, angle direction being more or less the same for both triangles. in this triangle for example an option would be to just reverse the secong one https://mok.s-ul.eu/oXKkuRF1 which would give way more importance to the grouping of vocals or even just the snare. another one be rotating the second one more as well. wouldn't recommend just ignoring them completely (second triangle https://mok.s-ul.eu/lcWxw9Ht ). i'd just find it way more engaging. stuff like 04:19:352 (1,2,3,1,2,3) - could stay as is and have more individuality like that
  4. 04:51:175 (8,1) - could be cool if you spaced those at like 0.4 or 0.3 since 8 has a different drum on it. would give it a little contrast as well. same on 05:25:771 (8) - 05:43:067 (8) -
  5. 05:30:500 (4,6) - not sure if that overmap is intentional since you don't really do that otherwise in the map
  6. 07:24:483 (1,2,3,1,2,3,1,2,3,1,2) - not a problem but imo it's a bit sad that you dind't keep up the stacking on slider tails for these as you did with 07:19:619 (1,1,1) -
  7. 08:13:131 (1,2,3,1,2,3) - would be a nice variation if you tossed in something like https://mok.s-ul.eu/aHpHkspd for the rides or whatever those metallic sounds are
  8. 08:14:618 (4) - would map a slider as usual. later occasions have a pitch change from the guitar on these while this one just doesn't. would be a nice difference to have imo. (or work with rides if previous point is applied)
  9. 08:48:807 (1,2,3,4,5,6) - 08:53:131 (1,2,3,4,5,6) - don't stand out anymore at all since everything is singles now and the spacing change alone is hardly noticeable at these numbers. could space them out, in concept like https://mok.s-ul.eu/VDUfPky2


i'll put this separately because it's quite major and obviously subjective. 04:13:677 (1,2,3,1,2,3) - these triangles feel very lacking in emphasis to me throughout the kiais. the nc just isn't enough to with the spacing, angle direction being more or less the same for both triangles in each iteration. in this triangle for example an option would be to just reverse the second one https://mok.s-ul.eu/oXKkuRF1 which would give way more importance to the grouping of vocals or even just the snare. another one be rotating the second one more as well. wouldn't recommend just ignoring them completely. the second repeating instance could go down in the fashion of https://mok.s-ul.eu/lcWxw9Ht . i'd just find it way more engaging. stuff like 04:19:352 (1,2,3,1,2,3) - could stay as is and have more individuality like that too.

also soft-hitwhistle2.wav and soft-sliderslide99.wav are unused
Topic Starter
TheKingHenry

Deramok wrote:

  1. 00:28:813 (1) - i'd move this farther away so it isn't leveled in with 00:28:272 (3) - intensity wise. just something like https://mok.s-ul.eu/TnRzsM2g or decreased sv does the job with the additional angle. just would need various minor fixes with the rest of the section ofc I really like how neat they look with the triangle+blanket they currently have though. But indeed they should have more spacing than what the pair sliders have,so to achieve both at the same time, I went around ctrl+g-ing the latter sliders so that the spacings will be higher to the repeated sliders except for the couple that had the different slider pattern after them, to leave more emphasis on the slider pattern itself
  2. 02:45:164 (2) - would increase the spacing for this since it certainly doesn't sound to have the same intensity as something like 02:45:704 (2) - . maybe https://mok.s-ul.eu/9tH5TbUj could work as it also differentiates 3 from the following sliders with the opposite direction. works similarly for https://mok.s-ul.eu/qu18RweZ etc although some work fine without the direction change like 03:02:596 (3) - since the placement is different enough already since it's an oposite rather than a repetition relationship with 03:02:867 (1,2,3) - Not necessary. They are intentionally the same, because the core idea these are bound to is rather unchanging itself (as in the bass drum rhythm these are according to except the special stuff); like, the bass drum isn't particularly intense, sounds more like stream-type, and the other music doesn't go ballistics either so the patterning is mostly based on same groups of circle+sliders with fairly low 1/2 spacing, with the guitar rhythm used to spice it up when fit. This is supposed to be the "base level" upon which most of the fills, solos and all other "more interesting" stuff build upon.
  3. 03:27:191 (1,2) - maybe space those out. works better with the pitches imo https://mok.s-ul.eu/yaZ1X705 Not necessary, the pitch change is done with 03:27:056 (7,1) - ; the stacking is intended for the guitar patterning here for the paired sounds
    04:13:677 (1,2,3,1,2,3) - these triangles feel very lacking in emphasis to me. the nc just isn't enough to with the spacing, angle direction being more or less the same for both triangles. in this triangle for example an option would be to just reverse the secong one https://mok.s-ul.eu/oXKkuRF1 which would give way more importance to the grouping of vocals or even just the snare. another one be rotating the second one more as well. wouldn't recommend just ignoring them completely (second triangle https://mok.s-ul.eu/lcWxw9Ht ). i'd just find it way more engaging. stuff like 04:19:352 (1,2,3,1,2,3) - could stay as is and have more individuality like that I think it's better as is. The song isn't strongly emphasising those things either; the music is again fairly stale, the base rhythm is the same 1/2 bass drum, you're right vocals and guitars and later on drums too accentuate the 3+3 (it wouldn't work without heh) but it's not particularly strong or "for the sake of it", it's more like "naturally coming" due the time signature. Thus imo best fit for it is to keep from doing additional strong emphasis but rather change the "normal" stuff for the one that naturally comes for the "resetting" part of the time signature. In this case, from 4+4 to 3+3, mapped as leaving sliderend off. While it might feel like it could have more emphasis, especially later on with the strong drums coming on, I like this one better, feels like it's fitting the music instead of overriding it. Also have to mention that it doesn't really mean it's with no emphasis at all, it has increased spacing, and mostly importantly, the rotation of the circles is one 1/2 shorter which is significantly faster. Thus every phrase/measure creates this accelerating whirlpool, which is also what the whole triangle patterning is basing on thematically. Basically TLDR: I prefer the current one.
  4. 04:51:175 (8,1) - could be cool if you spaced those at like 0.4 or 0.3 since 8 has a different drum on it. would give it a little contrast as well. same on 05:25:771 (8) - 05:43:067 (8) - Nah current works better. 8 doesn't really have different sound (maybe might sound like it since it at times gets quieter than the ones before since the sneaky drummer is buying time for the drum transition); they're all simple 8+8 tom fills with additional emphasis with bass drum (+cymbal) on the first notes of the 8s; thus the groups of 8 are more fit to be of the same spacing within themselves, with the difference between them; the additional emphasises by bass and whatnot are done with direction change, doesn't need more (with the already implemented spacing change too)
  5. 05:30:500 (4,6) - not sure if that overmap is intentional since you don't really do that otherwise in the map It's not overmap. I'll admit the drum fill is really quiet, but it's audibly there and since it fits here I applied it here. It's basically the same as 05:39:082 (3,4,5,6,1) - albeit lil' quiet one.
  6. 07:24:483 (1,2,3,1,2,3,1,2,3,1,2) - not a problem but imo it's a bit sad that you dind't keep up the stacking on slider tails for these as you did with 07:19:619 (1,1,1) - It's intentionally so. It's nice to apply a change in the pattern for the coming change in the sections. Other than that, or more importantly, using blankets looks better with the slowing down (=smaller) sliders than the stacking bodies relationship would be, and with the slowing down aka sliders losing their emphasis, it's also transfering more emphasis to the guitar chugs in-between, making them pure back-and-forth unlike what they were before.
  7. 08:13:131 (1,2,3,1,2,3) - would be a nice variation if you tossed in something like https://mok.s-ul.eu/aHpHkspd for the rides or whatever those metallic sounds are That's not bad idea, and I actually contemplated this while mapping, but in the end those sounds just sounded too insignificant to apply to the long-term buildup. Thus only stronger stuff like 08:15:023 (1,2) - got their time to shine here.
  8. 08:14:618 (4) - would map a slider as usual. later occasions have a pitch change from the guitar on these while this one just doesn't. would be a nice difference to have imo. (or work with rides if previous point is applied) I like this, it's intentionally so. It's basically artificial build-up (as the song takes quite a while doing it, and then goes out the roof suddenly, so it's better to build the map more slowly); thus, the map gets slightly more dense (as in clicks, rhythm is the same) with less sliders, and first place to get more emphasis like this are the "fill" places if you can call what's happening here fill lol. Nevertheless it's in the phrase transitioning place in the music and get's little additional for that. You mentioned later on pitch is indicating these, that's partly true, pitch gives more emphasis, but most importantly pitch ≈ spacing, the density get's slowly up even without pitch as the peak is incoming.
  9. 08:48:807 (1,2,3,4,5,6) - 08:53:131 (1,2,3,4,5,6) - don't stand out anymore at all since everything is singles now and the spacing change alone is hardly noticeable at these numbers. could space them out, in concept like https://mok.s-ul.eu/VDUfPky2 It's actually good point that the small spacing changes don't really do much at this point (their percentual amount of what the spacing already is is pretty small ¯\_(ツ)_/¯); few of these changes in a row does things though, and that's exactly what this is doing. It's the slow brutal rise for the heights, similar to the song feels, there's not much additional trickery, just slow but sure ascend, what I'd call in the thematics the unstoppable rise of the ocean. At the same time, slow like this and quick and brutal like the stream kicking in. This ain't still really a bad suggestion to give little more emphasis for those, and I'd probably do it if the guitar was actually 1/2. But as it's 1/1 all the way they're better emphasised as 1/1 with the base rhythm coming from the drums. (see how I do the 1/2 guitar parts for example 08:53:942 (7,8,1) - )


i'll put this separately because it's quite major and obviously subjective. 04:13:677 (1,2,3,1,2,3) - these triangles feel very lacking in emphasis to me throughout the kiais. the nc just isn't enough to with the spacing, angle direction being more or less the same for both triangles in each iteration. in this triangle for example an option would be to just reverse the second one https://mok.s-ul.eu/oXKkuRF1 which would give way more importance to the grouping of vocals or even just the snare. another one be rotating the second one more as well. wouldn't recommend just ignoring them completely. the second repeating instance could go down in the fashion of https://mok.s-ul.eu/lcWxw9Ht . i'd just find it way more engaging. stuff like 04:19:352 (1,2,3,1,2,3) - could stay as is and have more individuality like that too. Mostly answered above where it was mentioned. However, as it was briefly mentioned too, I'd also like to mention the rotation direction change. You can find comments on this on previous mods too, but as a TLDR (hopefully) version, the direction changes are not exactly used as a form of emphasis for the things happening in the music themselves, but rather as the thematical moment of surprise regarding fighting the sea. Most technical emphasis on music is done with spacing/angles/whatnot, but the direction changes are left to be more random to keep the player on tiptoes. This was also beneficial since it allows for more free movement around the space as this strict patterning is at times hard to fit inside the screen whlie keeping reasonable looks and flow and all that. Win-win

also soft-hitwhistle2.wav and soft-sliderslide99.wav are unused Neither of them are. soft-hitwhistle2 is for example used in the last stream section for the drum that accompanies the guitar 1/4 (see 09:02:861 - onwards for that place); soft-sliderslide99, even though all programs and whatnot say it ain't used as it's only in sliderends, is used. You can test this by putting muted sliderend on normal hitsound set, then clearly audible one on the sliderend hitsound set, set volume to smth that'll be heard and bam you can hear it briefly poppin every sliderend. To avoid that, I use muted sliderslide hitsound even on the sliderend-muting hitsound sets. Or more like, especially in those as it's supposed to be completely muted lol
Thanks for the mod!
Topic Starter
TheKingHenry
Since band doesn't have official website (well used to, but it's apparently being sold atm lul) the website of their label goes for metadata instead, see here
Deramok
steady as she goes
AyanokoRin
soft-sliderslide99 is unused

soft-hitnormal2 being so different from soft-hitnormal4 ends up sounding weird at times in the stream section ( eg 09:09:888 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,10,11,12,1,2) - ), might wanna do something about that

call me and deramok back when its fixed !
Topic Starter
TheKingHenry

AyanokoRin wrote:

soft-sliderslide99 is unused Did you read what I answered to Deramok on this >:) Anyways it's not unused, the sliderends use brief instance of the slide hitsound as can be heard if you test it yourself. Why that happens, no idea >.< I actually removed this already back in the day with -Faded-'s mod but re-applied as I noticed how it works lol ¯\_(ツ)_/¯

soft-hitnormal2 being so different from soft-hitnormal4 ends up sounding weird at times in the stream section ( eg 09:09:888 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,10,11,12,1,2) - ), might wanna do something about that I don't think it should be a problem. soft-hitnormal4 (and all other hitnormals except the non-kick one on 2) sound about the same as the whistles that are constantly used for bass drums here too, so it should not come out of nowhere here for the player. The additional toms might come as more of a surprise, but the pattern notifies them first too and they are fairly clear in the song, helping it make more sense. Actually, the respective sounds in the song in here are stronger than the ones in the map hitsounding so they shouldn't really be confusing in the sense of being something to be tuned to not sound weird. If you do think something should really be done there though, throw me some suggestions that'll maybe help me see more what you think the problem there is anyways so what could be done. If you think it's fine then so be it

call me and deramok back when its fixed !
Thanks for the re-check!
EDIT: bubble pop gone wrong btw ¯\_(ツ)_/¯
Topic Starter
TheKingHenry
So shortie on why the 99 slide ain't unused and how you see it:

1. use muted sliderslide hitsound on one set, use clearly audible one on other one that other than the slide is muted so you hear it better
2. put clearly audible volume on the sliderend set
3. badam, the slide hitsound pops up every single sliderend

So to remove this from the muted sliderends (as they're supposed to be mute heh) I need to use the slide on that set too. For some reason some modding assisting programs will apparently tell it's unused regardless of this.

This to everyone that'll eagerly come to pop and dq this later on for this ¯\_(ツ)_/¯
AyanokoRin
nyabblest
Sytho
when u ignore my mods
Deramok
ok
AyanokoRin

Matthew Rigaud wrote:

when u ignore my mods


?
Sytho
my bad
Topic Starter
TheKingHenry

Matthew Rigaud wrote:

my bad
happens, all cool
Sytho
im not really used to modding v1 cuz i didnt see the blue text you added lol
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