skinnyjimmy > thanks for mod!
skinnyjimmy wrote:
Hello, here's the mod from my queue! Don't expect to much because im still a noob modder, but I'll try my best
[Insane]
00:58:772 (3) - Have this blanket 4 a little better fix
Well that's the end of the mod!
Sorry it's so short, but i dont really see anything wrong with the map
Hopefully this will help you a bit
GL Getting this ranked! the jumps are really fun
Miramono > thanks for mod!
[General]
Check AiMod for errors especially in Hard, Insane and Extra. If possible, lessen them most are bug
[Normal]
maybe you could move these notes cause they're to close:
00:30:735 (3) - move x:324 y:248 using ds
00:31:093 (4) - move x:224 y:284 ^
00:58:950 (3) - tail ~ remove clap hitsound fixed
[Hard]
00:07:521 (4) - ctrl + G reject all ctrl+g changes, i want to keep
00:13:414 (1) - tail ~ remove clap hitsound fixed
00:13:950 (2) - head ~ add clap hitsound fixed
00:16:807 (5) - ctrl + G ?
00:20:378 (4) - ^ then maybe move x:168 y:260
00:35:735 (3) - ctrl + G
00:35:735 (3) - ^ then move x:265 y:185
00:44:664 (5) - remove clap hitsound fixed
00:44:843 (6) - tail ~ add clap hitsound fixed
00:52:164 (1) - move x:252 y:228 fixed
[Insane]
00:01:628 (5) - move x:300 y:264 fix
00:01:807 (6) - ^ x:332 y:124 ^
00:03:771 (2) - ^ x:196 y:220 keep, Z pattern
00:07:521 (6) - ctrl + G then invert ~ head bottom, tail above
00:11:093 (2) - ctrl + G
00:30:378 (7) - move x:320 y:52 fixed
00:31:093 (2) - ctrl + G
00:36:985 (2) - make this horizontal instead of vertical fixed
00:59:307 (5) - ctrl + G
01:06:807 (2) - ^ then head bottom, tail above ?
01:21:093 (2) - ctrl + G then head should be at your right
Check AiMod for errors especially in Hard, Insane and Extra. If possible, lessen them most are bug
[Normal]
maybe you could move these notes cause they're to close:
00:30:735 (3) - move x:324 y:248 using ds
00:31:093 (4) - move x:224 y:284 ^
00:58:950 (3) - tail ~ remove clap hitsound fixed
[Hard]
00:07:521 (4) - ctrl + G reject all ctrl+g changes, i want to keep
00:13:414 (1) - tail ~ remove clap hitsound fixed
00:13:950 (2) - head ~ add clap hitsound fixed
00:16:807 (5) - ctrl + G ?
00:20:378 (4) - ^ then maybe move x:168 y:260
00:35:735 (3) - ctrl + G
00:35:735 (3) - ^ then move x:265 y:185
00:44:664 (5) - remove clap hitsound fixed
00:44:843 (6) - tail ~ add clap hitsound fixed
00:52:164 (1) - move x:252 y:228 fixed
[Insane]
00:01:628 (5) - move x:300 y:264 fix
00:01:807 (6) - ^ x:332 y:124 ^
00:03:771 (2) - ^ x:196 y:220 keep, Z pattern
00:07:521 (6) - ctrl + G then invert ~ head bottom, tail above
00:11:093 (2) - ctrl + G
00:30:378 (7) - move x:320 y:52 fixed
00:31:093 (2) - ctrl + G
00:36:985 (2) - make this horizontal instead of vertical fixed
00:59:307 (5) - ctrl + G
01:06:807 (2) - ^ then head bottom, tail above ?
01:21:093 (2) - ctrl + G then head should be at your right
deeathxx > thanks for mod!
xxdeathx wrote:
rechecking no KD
easy is missing dont need, NHIX mapset.
map could still be a lot neater. i'll be talking about your hard diff but it can very well apply to the others.
some of your sliders of the same length are more curved than others and when they're next to each other it would look better for corresponding sliders to be congruent. also use copy/paste more often and rotate/flip the sliders so that they're the exact same shape. it'll be much neater that way.
also, using too many slider points or having red slider points can be great if they work out fine but really ugly and ruin the consistency of the map if they don't. that's the case with a lot of your sliders like 00:10:021 (3,4) - in your hard so i'd just stick with the simple 2 or 3 slider point sliders. this section 00:12:164 (1,2,1,2,3,4,1) - was really nice compared to the rest of your map because it followed the neatness things i just specified. but please try to stay away from 00:16:450 (4,5) until you're more familiar with these. even i've never used a slider with a single red point because i don't know where they're good for.
stuff like 00:07:521 (4,6) - 00:08:414 (7,8) - in your hard should be parallel (use copy/paste)
00:30:021 (3,4,5,6) - this part doesn't use time-distance spacing (distance snap) so it's extremely hard to play and misleading.
i was talking about consistency. you want to reuse patterns in corresponding parts of the music and keep your mapping style consistent throughout, so when you get creative like 00:40:735 (1,2,3) - it conflicts with the style you have in the rest of the map.
01:05:200 (5,6,7,8,9) - these jumps are way too hard and the flow isn't good either
01:19:843 (1,2,3,4,5) - way too hard too
your normal is a little better than your hard in these regards but the same things still apply. patterns like 00:38:950 (3,4) - don't fit in as much as http://puu.sh/aGARt/f455ac2adf.png
let's have a look at your insane: i didn't mod it earlier but i'll point out things now
00:01:985 (7,8,9,2,3) - again, needs to be neater. you might as well fully stack them or place one of them at a different location to avoid this messy overlap
00:26:093 (1,2) - the consistency i mentioned before. you should see an opportunity to make this symmetrical
00:42:878 (4) - i understand what you're trying to do here but a 1/4 slider pointing the other way isn't good when there's a stream of circles following it
01:04:664 (6,1,2) - it's better and quite possible if you don't overlap them at all
01:26:271 (7,1,2,3,4,5,6,1,2,3,4,5,6) - way harder than the rest of your map. without these circles, this diff would be 4.47 stars compared to 4.78 earlier. having 13 2.xx distance 1/2 circles in a row is way too hard for a 4.5 star map. the end can be harder but if it boosts the star difficulty by over 0.3, that's too much.
well it's clear you've put a lot of effort into this and want this ranked, but it is your first and only map. you still need some more experience to make it up to ranking quality standards, which i don't feel it has met yet. i did give you some overall and specific issues, but nohitter (an ex-BAT) has a better understanding than i do and now that your map's up to 50 SP, you could try poking a BAT to give you more advice. star priority generally doesn't mean anything as far as i've seen, but having this much usually puts map relatively high on the pending list and shows your dedication so mention that to the BAT and it's likely you'll find one to go over this map with you.