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Within Temptation - Iron

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Topic Starter
Bara-
This beatmap was submitted using in-game submission on woensdag 4 november 2015 at 21:01:06

Artist: Within Temptation
Title: Iron
Tags: The Unforgiving Sharon den Adel Symphonic Metal Gothic
BPM: 132
Filesize: 10530kb
Play Time: 05:44
Difficulties Available:
  1. Corrosion (6,72 stars, 1295 notes)
Download: Within Temptation - Iron
Information: Scores/Beatmap Listing
---------------
Redownload if DL'd before 2-8-2015
Custom Samples added
This map has something different then almost all other maps
Try a Speedmodifier and you'll see (or well... hear)

Bubbled: Rakuen
Popped: Garven
Ringating
from my queue:

I used this as the base image, which I cropped and resized to 1366x768.no kds
Ciyus Miapah
yeah
01:50 Fort: yo
01:50 *Fort is playing [http://osu.ppy.sh/b/746090 Within Temptation - Iron [Steel]]
01:50 Fort: lel
01:54 Fort: why AR9.9?
01:55 baraatje123: I set it high because of high speeds and for better readability, but I wanted to not set it to 10 :P
01:57 Fort: yeah but the weakness on this map is on slow part which makes High AR hard to read
01:58 Fort: i think i can read this pattern with AR9.3 or maybe i can read it with AR9 too
01:58 baraatje123: [https://osu.ppy.sh/forum/t/47941 If only this was implemented]
02:04 Fort: lol i didnt expected some spaced triplets there
02:05 Fort: i think ending part so very forced
02:06 Fort: especially with that triplets and Unrankable sliders
02:06 Fort: it's the real burai sliders which i cant probably read that patter
02:06 Fort: n
02:07 Fort: but still as i said, you need to lowe your ar because it's probably 198bpm song
02:07 baraatje123: Well, It's al 1/3, so triangles are best
02:08 Fort: no
02:08 Fort: eh nvm
02:08 Fort: i objectively mentioned this as unrankable sliders
02:08 Fort: 04:08:807 (4) -
02:08 baraatje123: lol
02:08 Fort: 04:09:716 (7) -
02:08 Fort: 04:12:444 (4) -
02:08 Fort: 04:13:353 (7) -
02:08 Fort: 04:14:262 (3) -
02:08 baraatje123: I know, I thought those were fun, but you're right
02:09 baraatje123: that many O.o. I thought only the last one was
02:09 Fort: 04:20:171 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2) - and the difficulty speed reduction on here really awkward
02:10 Fort: compared with density on here 04:15:171 (4,5,6,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3) -
02:11 Fort: and probably overmapped that part very forced
02:12 Fort: i bet
02:12 Fort: if you delete all triplets pattern on there and change it to only 1/3 circles
02:13 Fort: your star rating are not changing
02:13 Fort: just a bit i guess
02:14 baraatje123: Good idea
02:15 Fort: 05:14:262 (1,2,3,4,1,2,3,4,1,2,3,4) - im not sure other players can get rid on this
02:15 baraatje123: Should be fine considering the end has huge speed
02:16 Fort: yeah
02:16 Fort: but you need to consider this one probably
02:16 Fort: 04:20:171 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) -
02:16 Fort: speed reduction on there reduce emphasize on song (especially on kiai time)
02:17 Fort: and anti jump there feels rigid to hit
02:18 Fort: 04:26:687 (2,3) - better swap this placement
02:18 Fort: 04:27:141 (2,3) - same
02:19 baraatje123: Ok
02:21 Fort: 05:07:368 (3,4,5,6,7,8,9,10,11,12,13,14,15) - im not sure this overmapping good
02:21 Fort: jumpstreams makes it hard to expect
02:22 Fort: 05:07:368 (3) - just delete this and see the difference
02:22 baraatje123: Jumps feel btter there now you mention it
02:22 baraatje123: At 1/3 then (no 1/6 jumps ofc xD)
02:23 Fort: 05:07:898 (9,10,11,12,13,14) - Spaced streams
02:23 Fort: Overmapping spaced stream, now you get it xD
02:25 baraatje123: Yea, changed them into 1/3 jumps
02:25 baraatje123: Also changed the first 4 Burai sliders (A little Burai, but with visible path now)
02:26 Fort: 04:17:444 - im still thinking with this part
02:26 Fort: i think this guitar vibration
02:26 Fort: yeah
02:26 Fort: how to said it but i think you can put some streams here
02:26 Fort: 1/6 streams
02:29 Fort: just like a long streams like 04:44:716 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - (27 combos) or (13 combos)
02:29 baraatje123: ok
02:30 Fort: 02:12:292 (1) - new combo on here quite confusing
02:31 Fort: but yeah
02:31 Fort: it will be more confident if you put new combo at downbeat
02:32 baraatje123: Downbeat got `taken` by end of the big slider
02:32 Fort: yeah just a suggestion
02:32 Fort: you can considering it if you want
02:33 Fort: 03:33:807 (1) - this SV change is annoying compare with high distance jumps on previous part
02:33 Fort: make it 1/1 slider
02:34 Fort: and add circle on 03:34:716
02:34 Fort: 03:34:716 -
02:34 Fort: to reduce some chance on sliderbreaking
02:34 baraatje123: Ok
02:36 Fort: 04:09:565 (6,7) - you already fix this burai sliders, but make sure flow movement on here is good too
02:37 baraatje123: Made it something different (as that is all 1/6)
02:37 baraatje123: Made it a "weird-at-first-glance-but-very-playable" stream
02:37 Fort: yayaya
02:37 Fort: lol
02:37 baraatje123: Also, I changed Offset with -20
02:38 Fort: okay
02:38 Fort: wait what??
02:38 Fort: -20ms??
02:38 Fort: it's too early
02:38 baraatje123: To 6515
02:39 baraatje123: It was soo incredibly late
02:39 Fort: ah okay then
02:39 baraatje123: At 25%, All 1/6 and most 1/3 felt incredibly off, not anymore =D
02:40 Fort: kay
02:40 Fort: maybe just it for now
02:40 Fort: #1
02:40 Fort: need to sleep lol
02:40 baraatje123: Lol
02:41 baraatje123: SR hightened by 0.03 after applying it all xD
02:43 Fort: yeah im trying to do some suggestion without reducing/increasing SR
02:48 baraatje123: Changed Guitar kiai for more 1/6
02:55 baraatje123: And updated (6,72 (+0,12 in total))
02:55 Fort: owo
02:55 Fort: i smell overmapping there
02:55 Fort: lol
02:55 baraatje123: Wait, ehy on earth do I jave OD 6.6 O.o
02:55 baraatje123: Those typos O.o
02:55 Fort: oh yeah
02:55 baraatje123: Lol
02:55 Fort: you should change it
02:56 baraatje123: What do you think is best? 8? 9?
02:56 Fort: but still i didnt recommend high AR on here
02:56 baraatje123: Od is always the one factor I don't know what to put it on
02:56 Fort: just put 9.6 then
02:56 Fort: AR9.6 OD 8.8
02:57 baraatje123: Well, AR is completely Subjective, as it's really jumpy and such, I think AR9,9 should be fine (but I'll ask around)
02:57 baraatje123: Okay
02:57 Fort: but it almost AR10
02:57 Fort: D:
02:58 baraatje123: LOL http://puu.sh/jf5Hx/b46e6a0033.png
02:58 baraatje123: http://osu.ppy.sh/ss/3450292 Since when does this appear O.o
02:58 Fort: 2015
02:59 Fort: since decimal diff setting appeared
02:59 baraatje123: So people know when to hit better?
02:59 baraatje123: So every ,1 at AR means 15ms O.o (Looking at screenshot)
03:00 baraatje123: Quite handy
03:00 Fort: yeah
03:01 baraatje123: Oh also why did you change the Xiao Mei diff name?
03:01 Fort: because
03:01 Fort: Xiao means 5 years old
03:01 Fort: Mei means 6
03:01 Fort: 2015 means 2015 combo
03:02 Fort: you will get what i mean :)
03:02 baraatje123: O.o
03:03 Fort: tbh hinsvar is fucking lazy
03:04 baraatje123: LOL
03:04 Fort: i need to find other BN if he being lazy as fuk
03:04 baraatje123: Quite a lot of BN are xD
03:04 baraatje123: *raises hand
03:04 Fort: lmao
03:04 baraatje123: Oh, forgot about /me
03:04 *baraatje123 raises hand
03:04 Fort: but he already placehold my map
03:04 Fort: so i will wait
03:05 baraatje123: ;-;
03:05 Fort: too late lol
03:05 baraatje123: I can remember on Magma Dan Toujou that it also took Habi a long time to qualify
03:05 baraatje123: I know, fukin cap, but still
03:05 Fort: yeah hahaha
03:05 Fort: lazy working
03:05 Fort: *runs
03:06 baraatje123: Gezo even made an awesome tool for it (okay, just a few hours ago)
03:06 baraatje123: http://chiyozel.com/bng
03:06 Fort: bng?
03:06 Fort: wait
03:06 baraatje123: Well, when we want to rank something, we need to wait until a certain cap is over
03:06 Fort: is that
03:06 Fort: Qualify slow time?
03:07 baraatje123: But we don't know when its over xD
03:07 Fort: slot*
03:07 baraatje123: ??
03:07 baraatje123: Ohw, yea
03:07 Fort: lol
03:07 Fort: cool
03:07 baraatje123: Perhaps you can pass it to Hinsvar to easy qualify your map :P
03:07 Fort: but he need to check my map first
03:09 Fort: but whatever
03:11 baraatje123: Oh, you can post the log in thread for kd :P
03:15 Fort: okay sure
- Milhofo -
Yo, from your queue ^^

[Steel]
  1. Imo the AR doesn't fit the map, I know you're going for the x.x pattern but 9.5 or lower is what fits best
  2. 00:13:332 (6) - can blanket (4), if you change it, I would also rotate (5) with it
  3. 00:22:423 (4) - would look better if you rotated 4 to 6º towards (1)
  4. 00:24:696 (1) - why did you change the pattern from here? it's playable, but can't help but feel some notes should be mapped like 00:25:302 - and 00:25:908 - for example
  5. Try to use the same distance between 00:28:787 (2,3) - and 00:34:242 (2,3) - and so on for consistency
  6. 00:40:909 (5) - this note should be to the left of 00:40:606 (4) - to have the same flow as the previous sliders, current position creates a bad flow
  7. 01:03:787 (3,4,5,6) - weird pattern due to spacing, a suggestion would be to use the same spacing between 01:03:333 (2,3) - and 01:03:939 (4,5) - which would be 1.6x and the same between 01:03:787 (3,4) - and 01:04:242 (5,6) - which would be 2.0x
  8. 01:25:152 (3) - ctrl+g? love the flow it gives
  9. 01:29:848 (5,6) - ctrl+g
  10. 01:36:515 (7,8) - a jump like this is rude after a stream, even for a 6.7 star map ;c maybe you could increase the spacing on the stream a bit?
  11. 01:44:242 (7,8,9) - this spacing variation feels really out of place and doesn't fit with the rest of the chorus, try to increase it a bit
  12. 01:54:696 (5,6,7) - in this pattern (7) should be highlighted, it's more important for the map to fit the music than to have a triangle pattern
  13. 01:57:273 (5,1,2) - does anyone like to play patterns like this? ; ; everyone I know hates them eheh
  14. 02:02:878 (1) - well this is a personal opinion but positioning this a bit lower would improve flow. By a bit I mean mirror (6) ahah
  15. 02:31:969 (1,2) - ctrl+j flows better imo
  16. 02:46:364 (6,1) - this jumps has bad flow, maybe ctrl+h?
  17. 03:03:788 (7,8) - same as before
  18. 03:23:787 (3,4,5,6,7,8) - this pattern is really messy, due to spacing mostly, I'd say it would be better ti rework the positioning of (3), (4) and (8)
  19. 04:08:787 (4) - man these slider shapes xD they are really confusing and flow breaking, most are ok but I really think this one is the worst due to the following stream with the weird jump spacing
  20. 04:14:242 (3) - I thought this was unrankable? ._.
  21. 04:17:424 (1) - this is an awful way to start a stream x.x I think the stream and the previous pattern shouldn't be connected like this, it becomes really hard to read and at this point in the song, it's really frustrating to fail / combobreak when it could be avoided
  22. 04:22:878 (1,1,1,1) - shouldn't these be 1/6 as well?
  23. 04:25:151 - imo we should be able to click this strong note, suggestion would be to end the slider at 04:25:075 - and add a note at this point
  24. 04:27:273 (3,1) - overkill jump, should even have the same spacing as the kicksliders
  25. 04:28:787 - same as before
  26. 04:38:636 (9,10) - increase this jump, try to stack it on (10)'s slider end or somthing, currently it feels too short and breaks flow of the pattern
  27. 04:51:969 (1,2,3,4,5) - imo mirroring this whole pattern would improve flow, just because the jump from 04:51:818 (8) - into 04:51:969 (1) - is really hard to achieve without sliderbreaking
  28. 05:15:605 (1) - from here forward you repeat patterns you used before, that's fine but as it is the end of the song, and the music is all hyped up I think you could increase the spacing a bit for all the remaining part of the map, as it feels really underwhelming currently
That's all I found, I really like the map, it has some really nice and fun patterns and will definitely try to get nice combos on it :v good luck!
cheezstik
[Steel]
  1. Maybe add "Metal" to tags (I know you already have Steel and Iron, but Metal would be good as well :>). Other than that, metadata and tags look good as far as I can see.
  2. This map has very dense, complex patterns with very sudden and often spacing changes all over, making it very hard to read. Looks good, but as it is now, you might as well use that extra 0.1 AR to make it more playable, and that's coming from someone fairly proficient at reading EZ mod and old school style maps. The style reminds me of BD's airman, overmapped fullscreen jumps at ~200bpm, but that said, I like it and think it's a good map, and that you should keep going in this direction, just make it AR10.
  3. 00:53:787 (1,2) - Would play better with more spacing in between them IMO
  4. 01:35:605 (1,2,3,4,5,6,7) - The stream would play and read better if it was connected to the end of the slider
  5. 03:02:878 (1,2,3,4,5,6,7) - ^
  6. 04:08:787 (4) - Looks cool but same thing as above, except much bigger problem in this case cos the slider goes back into itself.
  7. 04:09:696 (9) - Could be weird to read, maybe more standard sliders would be suited here
  8. 04:12:424 (4,7) - ^
  9. 04:15:605 (1,2,3) - No reason really for these triples to be spaced like that, just really hard to play.
  10. 04:52:878 (3,4,5,7,8,9) - ^
  11. 05:14:242 (1,2,3,1,2,3,1,2,3) - ^
    04:16:666 (12,13,14,15,16) - The spacing on this should be the same as the previous jumps imo, just make more jumps here instead of killing the spacing like that, can be hard to read since they are the same spacing as the stream right after.
And that's all I got, GL.
Topic Starter
Bara-

- Milhofo - wrote:

Yo, from your queue ^^

[Steel]
  1. Imo the AR doesn't fit the map, I know you're going for the x.x pattern but 9.5 or lower is what fits best 6.8 stars, full 1/3 jumps, I think it's fine
  2. 00:13:332 (6) - can blanket (4), if you change it, I would also rotate (5) with it
  3. 00:22:423 (4) - would look better if you rotated 4 to 6º towards (1) It's fine
  4. 00:24:696 (1) - why did you change the pattern from here? it's playable, but can't help but feel some notes should be mapped like 00:25:302 - and 00:25:908 - for example Stronger other sounds here
  5. Try to use the same distance between 00:28:787 (2,3) - and 00:34:242 (2,3) - and so on for consistency Blanket
  6. 00:40:909 (5) - this note should be to the left of 00:40:606 (4) - to have the same flow as the previous sliders, current position creates a bad flow
  7. 01:03:787 (3,4,5,6) - weird pattern due to spacing, a suggestion would be to use the same spacing between 01:03:333 (2,3) - and 01:03:939 (4,5) - which would be 1.6x and the same between 01:03:787 (3,4) - and 01:04:242 (5,6) - which would be 2.0x
  8. 01:25:152 (3) - ctrl+g? love the flow it gives
  9. 01:29:848 (5,6) - ctrl+g This fits the next slider better, even though it's just a bit :P
  10. 01:36:515 (7,8) - a jump like this is rude after a stream, even for a 6.7 star map ;c maybe you could increase the spacing on the stream a bit? I prefer this tbh
  11. 01:44:242 (7,8,9) - this spacing variation feels really out of place and doesn't fit with the rest of the chorus, try to increase it a bit
  12. 01:54:696 (5,6,7) - in this pattern (7) should be highlighted, it's more important for the map to fit the music than to have a triangle pattern IMO this plays better
  13. 01:57:273 (5,1,2) - does anyone like to play patterns like this? ; ; everyone I know hates them eheh
  14. 02:02:878 (1) - well this is a personal opinion but positioning this a bit lower would improve flow. By a bit I mean mirror (6) ahah But but but, 256:192 <3
  15. 02:31:969 (1,2) - ctrl+j flows better imo
  16. 02:46:364 (6,1) - this jumps has bad flow, maybe ctrl+h?
  17. 03:03:788 (7,8) - same as before No change
  18. 03:23:787 (3,4,5,6,7,8) - this pattern is really messy, due to spacing mostly, I'd say it would be better ti rework the positioning of (3), (4) and (8) Symmetry
  19. 04:08:787 (4) - man these slider shapes xD they are really confusing and flow breaking, most are ok but I really think this one is the worst due to the following stream with the weird jump spacing
  20. 04:14:242 (3) - I thought this was unrankable? ._. Made it something else
  21. 04:17:424 (1) - this is an awful way to start a stream x.x I think the stream and the previous pattern shouldn't be connected like this, it becomes really hard to read and at this point in the song, it's really frustrating to fail / combobreak when it could be avoided Added NC to fix this
  22. 04:22:878 (1,1,1,1) - shouldn't these be 1/6 as well? Nope, it's 1/3 here
  23. 04:25:151 - imo we should be able to click this strong note, suggestion would be to end the slider at 04:25:075 - and add a note at this point
  24. 04:27:273 (3,1) - overkill jump, should even have the same spacing as the kicksliders
  25. 04:28:787 - same as before
  26. 04:38:636 (9,10) - increase this jump, try to stack it on (10)'s slider end or somthing, currently it feels too short and breaks flow of the pattern
  27. 04:51:969 (1,2,3,4,5) - imo mirroring this whole pattern would improve flow, just because the jump from 04:51:818 (8) - into 04:51:969 (1) - is really hard to achieve without sliderbreaking
  28. 05:15:605 (1) - from here forward you repeat patterns you used before, that's fine but as it is the end of the song, and the music is all hyped up I think you could increase the spacing a bit for all the remaining part of the map, as it feels really underwhelming currently
That's all I found, I really like the map, it has some really nice and fun patterns and will definitely try to get nice combos on it :v good luck!

cheezstik wrote:

[Steel]
  1. Maybe add "Metal" to tags (I know you already have Steel and Iron, but Metal would be good as well :>). Other than that, metadata and tags look good as far as I can see.
  2. This map has very dense, complex patterns with very sudden and often spacing changes all over, making it very hard to read. Looks good, but as it is now, you might as well use that extra 0.1 AR to make it more playable, and that's coming from someone fairly proficient at reading EZ mod and old school style maps. The style reminds me of BD's airman, overmapped fullscreen jumps at ~200bpm, but that said, I like it and think it's a good map, and that you should keep going in this direction, just make it AR10.
  3. 00:53:787 (1,2) - Would play better with more spacing in between them IMO It's fine because it's the start of the vocals which is quite calm
  4. 01:35:605 (1,2,3,4,5,6,7) - The stream would play and read better if it was connected to the end of the slider Blanket
  5. 03:02:878 (1,2,3,4,5,6,7) - ^ Blanket
  6. 04:08:787 (4) - Looks cool but same thing as above, except much bigger problem in this case cos the slider goes back into itself. Changed shape alittle for better readability, should be fine
  7. 04:09:696 (9) - Could be weird to read, maybe more standard sliders would be suited here ^^
  8. 04:12:424 (4,7) - ^
  9. 04:15:605 (1,2,3) - No reason really for these triples to be spaced like that, just really hard to play. It's fine, a really dense part
  10. 04:52:878 (3,4,5,7,8,9) - ^ ^^
  11. 05:14:242 (1,2,3,1,2,3,1,2,3) - ^ Not that bad
    04:16:666 (12,13,14,15,16) - The spacing on this should be the same as the previous jumps imo, just make more jumps here instead of killing the spacing like that, can be hard to read since they are the same spacing as the stream right after.
And that's all I got, GL.
Thanks!
No reply means fixed
I buffed the ending a bit, removing the reverse sliders and making them jumps, added more 1/6 in guitar kiai, a little unsure about the 1/3 reverse now though
I might change them later
Also, I will NOT change AR to 10 or lower then 9.5
It's a 6.9 star map now and this fits best IMO
Kuki


[Steel]
01:00:757 (8,9) - Ctrl+G, it improves flow imo, you have a slider curved left, which is odd because you force the player to move quickly from (9) to (1) when the cursor would be moving right, this means that there is a pause where the player has to slow his movement to hit it.
01:25:152 (3) - Ctrl+G.
01:25:454 (4,5) - Looks like blanket is a little off here, try to fix.
01:57:273 (5) - Ctrl+G, I don't like the flow here. You have the cursor moving up very fast only to stop and move down, and the fact that it happens twice makes it even worse flow in my opinion.
01:57:727 (2) - If you ctrl+G above, then ctrl+G this too.
04:47:878 (5) - Ctrl+G

I would also generally suggest perhaps at 9.5-9.6, as I feel 9.9 is not really needed here. And also perhaps bring HP Drain down to 6 since it is a mini-marathon and also the difficulty is quite high.
Topic Starter
Bara-

Kuki wrote:



[Steel]
01:00:757 (8,9) - Ctrl+G, it improves flow imo, you have a slider curved left, which is odd because you force the player to move quickly from (9) to (1) when the cursor would be moving right, this means that there is a pause where the player has to slow his movement to hit it. Intended, it's a ctrl H of 00:59:242 (1) -
01:25:152 (3) - Ctrl+G. An other mod told me that before (and I applied it), but I prefer current one (same distance
01:25:454 (4,5) - Looks like blanket is a little off here, try to fix. It's not, look at 01:25:309
01:57:273 (5) - Ctrl+G, I don't like the flow here. You have the cursor moving up very fast only to stop and move down, and the fact that it happens twice makes it even worse flow in my opinion. It's fine
01:57:727 (2) - If you ctrl+G above, then ctrl+G this too.
04:47:878 (5) - Ctrl+G What? That makes it terrible flow

I would also generally suggest perhaps at 9.5-9.6, as I feel 9.9 is not really needed here I refuse to change AR. And also perhaps bring HP Drain down to 6 since it is a mini-marathon and also the difficulty is quite high.
Thanks!
Lowered HP to 5.5
Aerous
M4M

General :
Mapping style feels like older mapping styles , so I don't really know if I can help you that much. Most of these are suggestions

Steel :
00:12:423 (2,3,4,5) - I would map this part like what you did at the start with the repeat slider and not the three notes. If you want to change it do 00:20:151 (5,6,7) -
00:16:514 (5) - I don't know why you made a jump here , should be lower considering the music didn't change much at all.
00:23:636 (5,6,7,8,9,10,11) - Are these randomly placed? Should make a shape or something. Or atleast make 00:24:545 (11,1) - have more distance than 00:23:787 (6,7,8) - Because of the finish hitsound
00:25:606 (3) - Stack ontop of 00:24:393 (10) -
00:41:060 (1) - Smooth it out a bit
00:45:606 (6,7,8,9) - NC this , might screw up players who are sightreading
01:13:787 (1,2) - I learned this from pishifat , try not to have red anchor at the end of the slider , wont look nice. 01:16:060 (2) - This one is ok
01:16:060 (2) - CTRL + G
01:25:605 (5) - I don't like this anti jump ish , more distance here
01:27:727 (4,5) - Try to fix the flow here ? Kind of awkward , just an example : http://puu.sh/jjiDw/6abbc1bf54.jpg
01:31:363 (5,6) - The music here isn't that strong , don't like how you have this sharp angle
01:42:424 (4,5,6) - RIP
01:42:424 (4,5,6) - CTRL + G
01:50:151 (1,2,3,4,5,6,7,8,9,10,11,12) - NICE , but NC these 01:50:606 (4,7,10) - easier to read
01:56:060 (2,3) - Switch spots
02:10:151 (1) - Kind of weird how you mapped the drums and then suddenly the vocal here
02:31:515 (4,6) - CTRL G
03:09:697 (6,7,8) - Not a huge fan of the transition
03:09:697 (6,7,8) - CTRL +G
03:24:394 (7,8) - Thats super sharp with the jumps
04:08:787 (4,5,6,7,8) - Careful with stream jumps
04:10:302 (1) - I would reduce the jump under 4.00x
PatZar
baratje mod my taiko :^)^)
Topic Starter
Bara-
Geno
Be patient
Topic Starter
Bara-

Aerous wrote:

M4M

General :
Mapping style feels like older mapping styles , so I don't really know if I can help you that much. Most of these are suggestions

Steel :
00:12:423 (2,3,4,5) - I would map this part like what you did at the start with the repeat slider and not the three notes. If you want to change it do 00:20:151 (5,6,7) - Well, the music consists of 4 parts, 1 and 3 are "the same" and 2 & 4
00:16:514 (5) - I don't know why you made a jump here , should be lower considering the music didn't change much at all.
00:23:636 (5,6,7,8,9,10,11) - Are these randomly placed? Should make a shape or something. Or atleast make 00:24:545 (11,1) - have more distance than 00:23:787 (6,7,8) - Because of the finish hitsound
00:25:606 (3) - Stack ontop of 00:24:393 (10) -
00:41:060 (1) - Smooth it out a bit
00:45:606 (6,7,8,9) - NC this , might screw up players who are sightreading
01:13:787 (1,2) - I learned this from pishifat , try not to have red anchor at the end of the slider , wont look nice. 01:16:060 (2) - This one is ok Blanket
01:16:060 (2) - CTRL + G Weird/Bad flow
01:25:605 (5) - I don't like this anti jump ish , more distance here Looks fine to me
01:27:727 (4,5) - Try to fix the flow here ? Kind of awkward , just an example : http://puu.sh/jjiDw/6abbc1bf54.jpg
01:31:363 (5,6) - The music here isn't that strong , don't like how you have this sharp angle I reallo love such sliders, keeping for now
01:42:424 (4,5,6) - RIP
01:42:424 (4,5,6) - CTRL + G
01:50:151 (1,2,3,4,5,6,7,8,9,10,11,12) - NICE , but NC these 01:50:606 (4,7,10) - easier to read
01:56:060 (2,3) - Switch spots This flows better
02:10:151 (1) - Kind of weird how you mapped the drums and then suddenly the vocal here
02:31:515 (4,6) - CTRL G
03:09:697 (6,7,8) - Not a huge fan of the transition
03:09:697 (6,7,8) - CTRL +G
03:24:394 (7,8) - Thats super sharp with the jumps
04:08:787 (4,5,6,7,8) - Careful with stream jumps
04:10:302 (1) - I would reduce the jump under 4.00x Keeping it high, as it's all high spaced here
TYTY <3 !!
No reply is fixed
Ujimatsu Chiya
[steel]
  1. you don't need those http://puu.sh/jmv04/04c5e82941.png
  2. make sure these http://puu.sh/jmv21/2999c502bf.jpg
  3. and why you didn't add preview Point?

[steel]
  1. 00:16:515 (5,6,7) - sounds really werid. I think you should be emphasize 00:16:969 - white tick. more fits with songs. and hitsounds is kinda noisy... remve some clap better.
  2. 00:20:151 (5,6,7) - same above.
  3. 00:38:182 (5,6,7,8,9,10,11) - why you use N - clap here? Do not fits with the song at all. you can use additions drum's hitsounds. like here 03:32:272 (1,2,3,4,5,6,7,8,9,10,11) -
  4. 00:42:879 (1) - Ever so it is not necessary to emphasize 00:44:090 - here but The difference in distance is too severe. A little bit more Increase the distance. or stack is good idea.
  5. 00:47:727 (3,4) - this DS should be longer then 00:47:576 (2,3) - you know why. looks hitsounds.
  6. 00:49:544 (3,4,5) - those are same.
  7. 00:50:152 (1,2,3) - same reason here > 42:879 (1) -
  8. 00:53:181 (8,9) - Are you sure this DS good at play and fits with song? that's make bad quality only.
  9. 00:53:484 (10,11,1) - same above.
  10. 01:34:999 (3,4) - this DS should be longer then 01:34:848 (2,3) -
  11. 01:42:727 (6,1) - this DS feel good but not this DS 01:42:424 (4,5) - This highlights that might not at all.
  12. 01:54:695 (5,6,7) - try this rhythm. looks better with song.
  13. 02:34:696 (3,4) - fixed Blanket. you can make better :3
  14. 02:44:547 (5,1,2) - hmm... try don't stacks. jumps looks better to read and playable.
  15. 03:06:060 (6) - pls emphasize this clap sound. Increase more DS better.
  16. 03:18:334 (1) - add NC.
  17. 04:53:333 (7,8,9) - make stacks better. and 02:35:455 (6,1) - same here.
  18. 05:14:242 (1,2,3) - ^
  19. 05:14:697 (1,2,3) - ^
  20. 05:15:152 (1,2,3) - ^
  21. 04:57:879 (2) - tail didn't stcak with 04:56:970 (6) -

hmm.. some DS kinda killing player x_x
anyway, Good luck~
Topic Starter
Bara-

eINess wrote:

[steel]
  1. you don't need those http://puu.sh/jmv04/04c5e82941.png
  2. make sure these http://puu.sh/jmv21/2999c502bf.jpg
  3. and why you didn't add preview Point?

[steel]
  1. 00:16:515 (5,6,7) - sounds really werid. I think you should be emphasize 00:16:969 - white tick. more fits with songs. and hitsounds is kinda noisy... remve some clap better.
  2. 00:20:151 (5,6,7) - same above.
  3. 00:38:182 (5,6,7,8,9,10,11) - why you use N - clap here? Do not fits with the song at all. you can use additions drum's hitsounds. like here 03:32:272 (1,2,3,4,5,6,7,8,9,10,11) - Here they fit better, but I also forgot to add custom samples
  4. 00:42:879 (1) - Ever so it is not necessary to emphasize 00:44:090 - here but The difference in distance is too severe. A little bit more Increase the distance. or stack is good idea. Intended
  5. 00:47:727 (3,4) - this DS should be longer then 00:47:576 (2,3) - you know why. looks hitsounds.
  6. 00:49:544 (3,4,5) - those are same.
  7. 00:50:152 (1,2,3) - same reason here > 42:879 (1) - same reply
  8. 00:53:181 (8,9) - Are you sure this DS good at play and fits with song? that's make bad quality only. Strong drum in the background makes this fit
  9. 00:53:484 (10,11,1) - same above.
  10. 01:34:999 (3,4) - this DS should be longer then 01:34:848 (2,3) -
  11. 01:42:727 (6,1) - this DS feel good but not this DS 01:42:424 (4,5) - This highlights that might not at all. Clap
  12. 01:54:695 (5,6,7) - try this rhythm. looks better with song.
  13. 02:34:696 (3,4) - fixed Blanket. you can make better :3
  14. 02:44:547 (5,1,2) - hmm... try don't stacks. jumps looks better to read and playable. It is better, as the time between them is 2/3., as opposed to the 1/3 which is Always mapped with jumps
  15. 03:06:060 (6) - pls emphasize this clap sound. Increase more DS better.
  16. 03:18:334 (1) - add NC.
  17. 04:53:333 (7,8,9) - make stacks better. and 02:35:455 (6,1) - same here.
  18. 05:14:242 (1,2,3) - ^
  19. 05:14:697 (1,2,3) - ^
  20. 05:15:152 (1,2,3) - ^ All these are intended
  21. 04:57:879 (2) - tail didn't stcak with 04:56:970 (6) -

hmm.. some DS kinda killing player x_x
anyway, Good luck~
Thank you
No reply means fixed
Also added custom samples and change more 1/3-->1/6
Abraxos
Hey! I'm Abrax (still squid guy when will name change come ;_;) and I'm the one who chose your map! It's a really fun jumpy map at first play; so why don't we get into it?


General

  1. BPM and Offset : ( ✓ )
  2. Aimod : ( ✓ )
  3. Kiai : ( ✓ )
  4. Metadata : ( ✓ )
  5. Hitsound : ( ✓ )
  6. Video : ( ✓ )

STEEL

  1. 00:41:060 (1,1) - I don't get why both these elbows are curved when the recurring theme in this part is straight elbows.
  2. 01:48:333 (1,2,3,4) - This interrupts the explosiveness of the jumps in this section. The cursor has to wait a little and then is able to move along with the slider. Nothing too major here, it's just that with a AR as high as yours, coupled with the chorus of this song, players would expect the slider to be moving along smoothly. It's better IMO if all the sliders highlighted are reversed. The player can anticipate the stop and stop when necessary, as compared to it starting at the stoppage point of the slider. :)
  3. 01:52:424 (2) - Not too optimal as stated above, but it's fine here as it couples with the slider 01:51:969 (1), in a sense forming this invisible N shape that players can discern.
  4. 01:57:273 (5,1,2) - It gets a little boring here. The cursor stops for three white ticks whilst in the chorus? IMO a little weird. I can hear the female vocalist screaming and holding a word in the song here; why not put a long slider to follow it? {&}
  5. 02:17:424 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1) - THIS IS TRIPPY AF. But that's besides the point. Nice placement :D
  6. Just a suggestion: From 02:24:696 (1) to 02:27:424 (1) there is the vocalist singing. Why not map to that? Better than leaving a little break that cannot be a break time here.
  7. 02:28:333 (1,2) - Maybe you could make the elbows much more obvious like so? It looks kinda off if when the anchor point is red and it's only slightly bent.
  8. 02:30:605 (2,3) - Same thing as ^
  9. 02:44:546 (5,1,2) - Same as {&}
  10. 02:53:788 (1,2) - Hmmm, seems like the cursor moves a little awkward here. You could reverse 02:54:242 (2) so it comes out of the same position as Slider 1 and slightly encourages a "8" flow. After that though, you'd have to have up 02:54:696 (3) by reversing it so it catches the cursor nicely from 02:54:242 (2). {#}
  11. 03:21:060 (1,2) - It could look nicer like so. It's pretty rough, but I hope you get what I mean.
  12. 04:09:696 (9) - It qualifies as a burai slider here. I'm not too sure as to whether you wanna keep it though.
  13. 04:10:454 (2,4,7) - Same thing as above^, although this is little less of a oddity.
  14. 04:35:606 (1,2,3) - Same thing as {#}

Overall

  1. YOU CANT LIVE WITHOUT THE FIRE! IT'S THE HEAT THAT MAKES YOU STRONG~
  2. I completely love how you mapped this; it was well done, the jumps were really enjoyable to play, the streams were fun and generally the map complements the song really well!
  3. I CANT STOP SINGING THE SONG
  4. If this is going for rank, then good luck with rank! (or approval sama-sama) YOU CANT LIVE WITHOUT THE FIRE! IT'S THE HEAT THAT MAKES YOU STRONG~
MirinH
m4m
my map
holyshit this is hard lol

General

  1. disable countdown
  2. disable widescreen support
  3. disable letterbox

Steel

  1. i think ar 9.6 fits the map better than 9.9,because your map isnt really a super fast map
  2. 00:23:333 (2,3,4,5,6,7,8) - i think the jump is too instant lol, should do like small spacing first then went to spacing like this,because you did small spacing before this,and use small spacing at the first few jumps and larger the spacing after will be a better transition for the later parts imo
  3. 01:31:060 (3,4,5,6,7,8) - this flows really bad imo,01:31:060 (3,4,5) - is a obtuse angel jump,01:31:515 (6,7,8) - is also a obtuse jump,and 01:31:363 (5,6) - is almost a straight x line flow which plays really uncomfortable. suggest doing a star flow or something else
  4. 01:42:424 (4,5,6) - spacing here is too big imo, and not fitting the song,ur spacing here is even bigger than 01:43:787 (3,4,5,6,7,8,9) - ,music here is not special and you did a much lower distance at the same music part 01:40:605 (4,5,6) - ,how about lower the distance here
  5. 01:45:605 (3,4,5,6,7,8) - i know its for the symmetrical but man the spacing at 01:45:908 (5,6) - just too big, kinda same reason ^,map is not only for looking :3
  6. 01:57:727 (1,2) - too rare here lol,unlike the rest of the kiai you did like a super dense rhythm,this feels really uncomfortable,you should really do the rhythm that similar to the rest of the kiai,this is like music stopped here
  7. 02:21:211 (1) - suggest mute the spinner because this sounds like shit lol
  8. 02:33:181 (5,6,7) - spacing again lol, these jumps are crossing the screen,you dont usually use cross screen jumps unless the music has something special,and definitely not in a non-kiai part,yeah,suggest lower to a reasonable distance
  9. 03:13:181 (5,6) - ^,yeah, pls consider this for the whole map,and ill no longer mention about spacing issues :3
  10. 04:17:424 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - this is way too extreme,you better reconsider this
  11. 04:53:333 (7,8,9) - this is really fast lol, its like bpm 200 spacing 1/4 instantly,thats really hard to play
the main problem is on the spacing part,and hard maps do need alot of work imo
good luck
Raiden
i cant mod standard for sht


but since it's a WT song...............


(´´)>
Natsu
Hi, m4m as you requested in pm

Diff:

  1. setings are kinda random, just use OD9, other settings also looks weird to meas CS and AR tbh
  2. 00:23:333 (2,3,4,5,6,7,8,9,10,11) - patterns feel random and the sudden jump between 2 and 3 will piss off people, I suggest you to gradually introduce jumps instead of doing them suddenly
  3. 00:41:060 (1) - tbh slider shapes like this one looks really bad as in a 2007 map, I'll suggest you to remade this shapes a bit more curvy
  4. 00:42:879 (1,2) - when you have this bigs gaps in the timeline try to use a masive spacing, doing this kind of antijump play forced and will cause alot of early hits
  5. 00:44:545 (4) - don't end sliders on such strong beats, since they need a click action,also by ignoring the cymbal you are breaking your rhythm pattern with other places and yes 00:44:696 - is the place where your NC should be
  6. 00:51:817 (4) - same as above, also you forgot to add finish at 00:51:969 -
  7. 00:53:787 (1) - this is ending on nothing in the music
  8. 00:55:302 - you are missing a beat here, actually the transition between 00:55:151 (3,4) - is really hard to guess, cuz the rhythm isn't nice
  9. 01:00:454 (6) - NC cause of antijump, you did it on other places
  10. 01:07:727 (6) - ^ also, why is 7 stacked here, I don't see a reason since the music is similar just use the same space as others
  11. 01:19:243 (1,2,1) - need more spacing cuz the big gap between them
  12. 01:36:515 (7,8) - a massive jump after a stream isn't a good idea tbh
  13. 01:45:908 (5,6) - why the sudden massive jump D;, music is basically the same in all the pattern, there isn't an objetive reason to apply this screen jump
  14. 01:57:273 (5) - same as 00:44:545 - also missing finish at 01:57:424 -
  15. 02:21:211 (1) - spinner end sounds really bad, reduce volume by alot
  16. 02:44:546 (5) - same as 00:44:545
  17. 02:52:575 (3,4,5,6,7,8,1,2,3,4,5) - I already see this part before if I'm not wrong, not a fan of copypast TBH, same things as I said before apply to all this section, since its the same
  18. 04:05:151 (4,7) - looks bad and I feel this isn't rankable slider patch its too hard to follow, players will be like ¨what's this, and yes combo break xd
  19. 04:08:787 (4,5) - pls don't, how arre players supposed to read and play this? slider back itself then a 1/6 stream jump, patterns like this should never been used IMO
  20. 04:16:969 (1,1,1) - first NC is ok for the antijump, but what are the other 2 NCs supposed to do?
  21. 04:17:424 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - first long stream in the map, I suggest you to add some kick slider in the middle to avoid players being surprised by this
  22. 04:53:333 (7,8,9) - this isn't a good idea, just use normal spacing like the previous one 04:52:878 (3,4,5) -
  23. 05:14:242 (1,2,3,4,1,2,3,4,1,2,3,4) - similar as above
sorry for quick mod, but still don't feel well, anyways GL with this
Topic Starter
Bara-
Thanks for the mods quys!
I fixed everything in all mods, with exception on some clashes (aka, mod 1 said move to x:y, mod 2 said to x2:y2, then I just did one of them)
I also left most slidershapes the same, and I kept the stream
For the rest, I fixed everything :)

Oh, Mackenzie, I'll mod your map later today
Irreversible
hi

00:10:151 (1,2,3,4,1) - If you analyze this pattern a bit closer, you can see it doesn't make much sense. I expected something repeating, but I see http://puu.sh/jFW9p/38b5267862.jpg. I personally suggest something similar to http://puu.sh/jFWaT/62d48af794.jpg, just so it makes sense.
00:16:514 (5,6,1) - Could form a triangle, will look neat and flow well. Adjust the angles slightly, and it will be cool. http://puu.sh/jFWe0/a71cbf57ec.jpg
00:23:333 (2,3,4,5,6,7,8,9,10) - Again, please take care of your patterning. Look at http://puu.sh/jFWhp/9c833cb088.jpg, it looks completely random, no? Additionally, the flow is broken 00:23:484 (4,5) - here; I suggest something similar to this http://puu.sh/jFWo2/954696609d.jpg, you can see 2 lines: the straight one at the bottom, and the upwards curved on the top. Adjust the flow to your likings after.
00:28:333 (1) - Not enough spacing, bad emphasis. 00:27:272 (4,5) - Compare to this emphasis, you did well here.
00:31:060 (6,7) - This stack makes no sense and kills movement. Basically same suggestion as above, as this pattern looks slightly random. Additionally, 00:31:818 (11,1) - has not enough spacing (emphasis)
00:34:242 (2,3) - Really weird how close they are; compare to this 00:28:787 (2,3) - . It looks better.
00:38:939 (10) - I suggest stacking it with 5 for a way better flow. The way you decrease movement here is not supported by the song or anything at all.
00:44:091 (2,3) - Unreadable antijump imo, would increase spacing slightly.
00:45:606 (1,2,3,1) - Well, might work for variation but I generally dislike it, wht about an up down pattern?
00:51:363 (2,3,1) - Same antijump prolem
00:55:151 (3,4,5,1) - I don't see much sense her eithere, what did it exactly follow to justify a movement break here?
01:07:727 (6) - According to your logic NC is missing.
01:20:454 (3) - Wrong rhythm, you follow the vocals I see that but you started off at the wrong point. I'd go for http://puu.sh/jFWFz/903953cb62.jpg if you wanna follow them.
01:25:605 (5) - It looks weird that this isn't symmetric, considering that the rest of the pattern was.
01:33:787 (1,1) - You can improve the curve part of the slider.
01:36:515 (1) - NC for vocal?
01:43:787 (3,4,5,6,7,8,9) - Could benefit from higher spacing if you ask me, to support the songs intensity.
01:46:515 (1) - emphasis missing here, would increase spacing.
01:58:182 (5) - wrong rhythm, plese don't cover the downbeat with a slider end.
02:01:969 - Try a same-sided triangle pattern here to finsh off better: http://puu.sh/jFWSu/df6697f5b4.jpg suggestion
02:10:151 (1) - how about adding a kiai time for this slider? LOL
02:17:424 (1) - same, also, nice pattern
02:27:575 (2) - a bit siletn hitsounds, could risk DQ
02:44:546 (5,1,2) - cool idea tbh
02:52:272 (2) - ignores downbeat again, would not do that just for the sake of symmetry.
02:52:878 (5) - same, is this part copy pasted? xD would go for symmetry here
03:10:605 (2,3,4,5,6) - would increase spacing progressiely
i'll skip the rest of the kiai, sometimes it seems copy pasted so just apply the things above again

03:51:969 (1) - you can improve that one, looks rly weird, try getting better curves
stream part is cool, but the slow part contains many weird looking sliders.. i'd try to clean them up somehow, i can suggest nold / kiiwa / skystar maps to get ideas
05:14:242 (1,2,3,4,1,2,3,4,1,2,3,4) - really cool

Yeah, last kiai was quite cool.

For the rest, please work on consistency and patterning a bit, and you'll be fine. GL
Topic Starter
Bara-

Irreversible wrote:

hi

00:10:151 (1,2,3,4,1) - If you analyze this pattern a bit closer, you can see it doesn't make much sense. I expected something repeating, but I see http://puu.sh/jFW9p/38b5267862.jpg. I personally suggest something similar to http://puu.sh/jFWaT/62d48af794.jpg, just so it makes sense.
00:16:514 (5,6,1) - Could form a triangle, will look neat and flow well. Adjust the angles slightly, and it will be cool. http://puu.sh/jFWe0/a71cbf57ec.jpg
00:23:333 (2,3,4,5,6,7,8,9,10) - Again, please take care of your patterning. Look at http://puu.sh/jFWhp/9c833cb088.jpg, it looks completely random, no? Additionally, the flow is broken 00:23:484 (4,5) - here; I suggest something similar to this http://puu.sh/jFWo2/954696609d.jpg, you can see 2 lines: the straight one at the bottom, and the upwards curved on the top. Adjust the flow to your likings after.
00:28:333 (1) - Not enough spacing, bad emphasis. 00:27:272 (4,5) - Compare to this emphasis, you did well here.
00:31:060 (6,7) - This stack makes no sense and kills movement. Basically same suggestion as above, as this pattern looks slightly random. Additionally, 00:31:818 (11,1) - has not enough spacing (emphasis)
00:34:242 (2,3) - Really weird how close they are; compare to this 00:28:787 (2,3) - . It looks better.
00:38:939 (10) - I suggest stacking it with 5 for a way better flow. The way you decrease movement here is not supported by the song or anything at all.
00:44:091 (2,3) - Unreadable antijump imo, would increase spacing slightly. I prefer this antijump actually
00:45:606 (1,2,3,1) - Well, might work for variation but I generally dislike it, wht about an up down pattern?
00:51:363 (2,3,1) - Same antijump prolem Same answer
00:55:151 (3,4,5,1) - I don't see much sense her eithere, what did it exactly follow to justify a movement break here? Quite weak sounds
01:07:727 (6) - According to your logic NC is missing. How? I thought I added it by previous mods O.o
01:20:454 (3) - Wrong rhythm, you follow the vocals I see that but you started off at the wrong point. I'd go for http://puu.sh/jFWFz/903953cb62.jpg if you wanna follow them.
01:25:605 (5) - It looks weird that this isn't symmetric, considering that the rest of the pattern was. Symmetrical perfect blankets are nigh impossible to make. This flows well. If someone has coordinates I'll change it w/o doubt
01:33:787 (1,1) - You can improve the curve part of the slider.
01:36:515 (1) - NC for vocal?
01:43:787 (3,4,5,6,7,8,9) - Could benefit from higher spacing if you ask me, to support the songs intensity.
01:46:515 (1) - emphasis missing here, would increase spacing.
01:58:182 (5) - wrong rhythm, plese don't cover the downbeat with a slider end. Makes the triplet feel more natural and better
02:01:969 - Try a same-sided triangle pattern here to finsh off better: http://puu.sh/jFWSu/df6697f5b4.jpg suggestion Made them triangles, but not in 6-shape
02:10:151 (1) - how about adding a kiai time for this slider? LOL
02:17:424 (1) - same, also, nice pattern
02:27:575 (2) - a bit siletn hitsounds, could risk DQ
02:44:546 (5,1,2) - cool idea tbh
02:52:272 (2) - ignores downbeat again, would not do that just for the sake of symmetry.
02:52:878 (5) - same, is this part copy pasted? xD would go for symmetry here Same
03:10:605 (2,3,4,5,6) - would increase spacing progressiely It does
i'll skip the rest of the kiai, sometimes it seems copy pasted so just apply the things above again

03:51:969 (1) - you can improve that one, looks rly weird, try getting better curves
stream part is cool, but the slow part contains many weird looking sliders.. i'd try to clean them up somehow, i can suggest nold / kiiwa / skystar maps to get ideas
05:14:242 (1,2,3,4,1,2,3,4,1,2,3,4) - really cool <3

Yeah, last kiai was quite cool.

For the rest, please work on consistency and patterning a bit, and you'll be fine. GL
Thanks!!
No reply means fixed w/o comment
Ayu
9.7 fits so much better than 9.5 especially because the human eye interprets 9.7 so much faster that it fits better am I right? Guys, stop telling him to change the AR, it's almost like saying copy pasting isn't creative.
Topic Starter
Bara-
What happened
Ayu is acting 'for' me instead of against O.o
Thanks
I'll set it to 9.7
Still would've like 9.9, but then I'm unable to read it as it's so close to 10
Mafumafu
Take a place here. Will mod tomorrow :D

Unused hitsounds: soft-hitwhistle.wav

00:10:151 (1) - For this part, I guess its better to use a more consistent DS. You could use jumps at where you put finishes and keep regular DS at other notes.

I'd have to say that the DS should be considered again. You use very large DS on notes but the DS on sliders are quite unstable and vary from very small to very large with reasons that are not that distinct.
For instance, 01:53:333 (6,1) - The DS on this slider is very large, that's OK because the pitch of the vocal here is high. But when the pitch gets lower, the DS is still very huge. (at 01:55:605 (1,2) - ). Furthermore, 02:01:060 (1,2) - Here the pitch is quite high but the DS is too small.
Another exapmle is the sliders here 02:33:787 (1,2,3) - have small DS while 02:30:151 (1,2,3) - here they are very large. But the music sounds nearly the same.
There're other parts like this. Maybe you can think over them again.

02:44:242 (4,5,1,2) - Quite hard to read.

03:21:060 (1) - Ctrl+G?

05:30:302 (1) - Use lower volume on the spinner end.

hitsounds are fine.
Streams are quite nice xD
Good Luck!
[ owo]
Hey! My M4M request mod here =w=

Iron
00:10:151 (1,2) - Pretty sure making this parallel with 00:11:060 (3) isn't too difficult. It'll make it look better too. (rotating it 15 degrees clockwise works)
00:23:636 (5,6,7,8,9,10,11) - The focus of these jumps is up-down-up-down while the rhythm is 1-2-3-1-2-3.
I would prefer a remap of these jumps because right now you focused a duple or double rhythm rather than the song's triplet rhythm
00:28:030 (7,8,1) - To me at least, hit circles with large ds but not much of an "angle" between the jumps are harder to hit. So a jump like this to me is not as "fun" as other jumps are. (aka I don't like flow like this in jumps, but hey, just my two cents)
00:31:060 (6,7,8,9,10) - Same as I described earlier
00:41:060 (1) - This doesn't look that good to me, especially the inside curve of the slider. I would smooth it out. Also, the jump is pretty large o.O
01:27:424 (3,4,5) - I know you want radial symmetry, but the flow is awkward (on mouse at least)
01:33:636 (8,1) - idk, but this anti-jump feels weird to play, especially when considering the strength of the next beat in mind
01:35:605 (1,2,3,4,5,6,1) - This stream could be better to play if 01:36:060 was a hitcircle, not a slider tail, especially since 01:36:060 is an important beat.
As Jenny would say, "passive hitsounding"
01:56:515 (3,4) - Blanket >:C
01:57:424 (1,2,3,4) - This reminds me of Garven's mapping style, low angle jumps, which I personally don't like x.x
01:58:182 (5) - Passive hitsounding issue
02:10:151 (1) - This SV slowdown was pretty unexpected IMO
02:44:546 (5,1,2) - This was a bit awkward for me
03:00:909 (8,1) - Mentioned earlier
03:02:878 (1,2,3,4,5,6,7) - Same
03:30:000 (7,1) - This is a pretty underwhelming jump, considering 03:29:697 (6,7) and that it's the climax of this musical phrase
04:08:787 (4,5,6,7,8) - Passive hitsound
04:16:969 (1,2,3) - This leading into the stream makes the start of the stream pretty difficult to read on the 1st or 2nd try. Moving it away or perhaps not stacking would fix that
04:24:696 (1) - Get rid of slider tail hitsound?
04:57:879 (2,3) - Better blanket?
04:59:242 (1,2,3,1,2,3,1,2,3,1,2,3) - Tornado jumps get tiring after a while, just put triangle jump varients and a bit of randomness. Also applies to the many times you used tornado jumps before.
05:06:364 (8,1) - Underwhelming jump

Oh boy you love your symmetry
Sorry if I couldn't help your map at all T_T

Good luck, and if my mod dosen't help, feel free to cancel the M4M request :P
Topic Starter
Bara-

Regraz wrote:

Take a place here. Will mod tomorrow :D

Unused hitsounds: soft-hitwhistle.wav

00:10:151 (1) - For this part, I guess its better to use a more consistent DS. You could use jumps at where you put finishes and keep regular DS at other notes. Kay

I'd have to say that the DS should be considered again. You use very large DS on notes but the DS on sliders are quite unstable and vary from very small to very large with reasons that are not that distinct.
For instance, 01:53:333 (6,1) - The DS on this slider is very large, that's OK because the pitch of the vocal here is high. But when the pitch gets lower, the DS is still very huge. (at 01:55:605 (1,2) - ). Furthermore, 02:01:060 (1,2) - Here the pitch is quite high but the DS is too small.
Another exapmle is the sliders here 02:33:787 (1,2,3) - have small DS while 02:30:151 (1,2,3) - here they are very large. But the music sounds nearly the same.
There're other parts like this. Maybe you can think over them again. Fixed most of them

02:44:242 (4,5,1,2) - Quite hard to read. I kinda like the way this works

03:21:060 (1) - Ctrl+G?

05:30:302 (1) - Use lower volume on the spinner end.

hitsounds are fine.
Streams are quite nice xD
Good Luck!

[ owo] wrote:

Hey! My M4M request mod here =w=

Iron
00:10:151 (1,2) - Pretty sure making this parallel with 00:11:060 (3) isn't too difficult. It'll make it look better too. (rotating it 15 degrees clockwise works) True, but I kinda want to have solid DS
00:23:636 (5,6,7,8,9,10,11) - The focus of these jumps is up-down-up-down while the rhythm is 1-2-3-1-2-3. Well, it's actually 1-1-1-1-1-1 due to the drums. Good point though, but I prefer current's
I would prefer a remap of these jumps because right now you focused a duple or double rhythm rather than the song's triplet rhythm Soo many triangles
00:28:030 (7,8,1) - To me at least, hit circles with large ds but not much of an "angle" between the jumps are harder to hit. So a jump like this to me is not as "fun" as other jumps are. (aka I don't like flow like this in jumps, but hey, just my two cents)
00:31:060 (6,7,8,9,10) - Same as I described earlier
00:41:060 (1) - This doesn't look that good to me, especially the inside curve of the slider. I would smooth it out. Also, the jump is pretty large o.O Elbows <3
01:27:424 (3,4,5) - I know you want radial symmetry, but the flow is awkward (on mouse at least)
01:33:636 (8,1) - idk, but this anti-jump feels weird to play, especially when considering the strength of the next beat in mind Intended
01:35:605 (1,2,3,4,5,6,1) - This stream could be better to play if 01:36:060 was a hitcircle, not a slider tail, especially since 01:36:060 is an important beat.
As Jenny would say, "passive hitsounding" It's the same as the previous part with a ctrl H, so I'm keeping it
01:56:515 (3,4) - Blanket >:C
01:57:424 (1,2,3,4) - This reminds me of Garven's mapping style, low angle jumps, which I personally don't like x.x
01:58:182 (5) - Passive hitsounding issue
02:10:151 (1) - This SV slowdown was pretty unexpected IMO Sliderticks
02:44:546 (5,1,2) - This was a bit awkward for me It's fine
03:00:909 (8,1) - Mentioned earlier
03:02:878 (1,2,3,4,5,6,7) - Same
03:30:000 (7,1) - This is a pretty underwhelming jump, considering 03:29:697 (6,7) and that it's the climax of this musical phrase
04:08:787 (4,5,6,7,8) - Passive hitsound
04:16:969 (1,2,3) - This leading into the stream makes the start of the stream pretty difficult to read on the 1st or 2nd try. Moving it away or perhaps not stacking would fix that Stack is intended for build up
04:24:696 (1) - Get rid of slider tail hitsound?
04:57:879 (2,3) - Better blanket?
04:59:242 (1,2,3,1,2,3,1,2,3,1,2,3) - Tornado jumps get tiring after a while, just put triangle jump varients and a bit of randomness. Also applies to the many times you used tornado jumps before.
05:06:364 (8,1) - Underwhelming jump

Oh boy you love your symmetry
Sorry if I couldn't help your map at all T_T
Thanks!
No reply means fixed


Good luck, and if my mod dosen't help, feel free to cancel the M4M request :P
Sc4v4ng3r
Hello~ M4M from your queue~
And this map is so intense o.o

  1. Unrankable issues
  2. My opinion which I highly recommend changing it
  3. Just small suggestions/nazi

[General]
  1. All looks fine.
[Steel]
  1. 00:14:696 (3) - I'm not entirely sure if this was intentional, but would look cleaner if the tail of this slider completely overlapped the head of 00:13:787 (1) - .
  2. 00:17:424 (1) - I don't really get it, this is bit more of a stronger beat than 00:18:333 (5) - , yet (5) has 3.6x DS on it...
  3. 00:28:181 (8) - Maybe would be better if this was at x=344 y=144 to create a parallel pattern from 00:26:969 (2,5,6) - .
  4. 00:35:606 (1) - I do hear a cymbals in the head of this slider, would be better to add a finish here.
  5. 00:45:606 (1,1) - If this is part of your NC scheme, then I can't argue, but I don't really get why these has NCs on them when all the previous similar notes (like 00:23:787 (6,9) - ) doesn't have a NC on them.
  6. 01:27:423 (3,5) - I don't really know if this was intentional, but I think unequal distance here makes the pattern look a bit weird.
  7. 01:56:969 (4) - Personally I think the symmetrical pattern shouldn't be broke by this slider, this has quite a strong vocal on it. Just copy and paste (3) and ctrl + H then ctrl + G for the symmetry.
  8. 02:19:166 - Would be good if you could include a circle here for a triplet following the drum beats. If this is applied, claps should be added on the circle which is added here, as well as 02:19:091 (12,1) - .
  9. 02:27:878 (5,6,7) - Is this triangular pattern rotated on purpose?
  10. 04:14:242 (3) - Not really sure about this wiggle, it is pretty unnoticable during gameplay... May as well be a bit more harsher.
  11. 04:27:424 (1,2,3,4,5,6,1,2,3,4,5,6) - Honestly I feel that the whole stream is bit overmapped, I don't really hear any instruments that justifies this. It can just be three 1/2 sliders, with wriggles like your mapping style.
  12. 05:30:150 (1) - Aesthetically would be better if this was on the centre of the grid.
That is all from me. Sorry if this didn't really help much though...
GL!
kunka
From your Q.
Because I put together the same main point, It may be hard to see it a little. sorry..

Steel

01:14:999 (4) - NC? I think it in the same way as 01:00:454 (1) - and 01:07:727 (1) -

03:03:788 (7) - ^

03:03:788 (7) - It is the same as the above. Similar point 01:36:515 (1) -

01:35:605 (1,2) - Would you like to get rid of overlap? It is easy to play. (it easier to see.)

03:02:878 (1,2) - ^

02:12:121 - 02:12:196 - Would you like to add a circle to these two places? With a sound sounding here, and I think that triple becomes easy to take rhythm at twice.

02:19:318 - Would you like to add a circle here? It is a reason same as the above. However, because current placement is beautiful, It is not necessary to add forcibly.

05:00:681 - ^

05:28:408 - ^

05:28:863 - ^

02:44:546 (5,1,2) - I feel rhythm to be oddly. Probably I think that this is because it takes the rhythm of the back. Would you like to take rhythm in a white line? How about this?

03:06:515 (1) - I think that the whistle here is not necessary.

Because it is good music, MOD was fun. GL ;)
Morbon
Hello, m4m here.
[Steel]
  1. 03:03:788 (7) - NC, like 01:36:515 (1) - here
  2. 00:24:242 (9,10,11) - i think this moment has a great diff gap with starting patterns, when i first time played it, i didn't expect that wide one. How about make the beginning a bit harder or reduce DS here?
  3. 00:31:969 (1) - how about ctrl+g and 00:32:424 (2,3) - ctrl+g here?
  4. 00:39:242 (1) - better stack with (7)
  5. 00:46:515 (1,2,3) - how about this, and next objects on your own
  6. 01:30:151 (1,2) - ctrl+h, next objects can be ctrl+H'ed too, but i'd suggest to put them by another way.
  7. 02:17:424 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12) - where are NC for every 3 circles? or i can't get idea
  8. 02:29:848 (5,6) - how about ctrl+g, and move this one 02:30:151 (1) to make a sort of diamond
  9. 02:33:787 (1,2,3) - i think it's too close
  10. 02:44:546 (5,1,2) - what is it? looks like unfinished sliders for some pattern, which you didn't used. if it's a pattern already, it's too confusing and misreadable
  11. 02:53:787 (1) - how about this? It's stacked with end of (3)
  12. 03:20:151 (3,4,5,6,7,8) - i think this order will be better, and ctrl+h next 2 sliders
  13. 04:29:924 - circle here and 04:29:999 - here
  14. 04:33:029 (4,5) - ctrl+g again, i like these things
  15. 04:48:333 (1,2) - in moments like this and the next symmetrical sliders i think you can increase DS
  16. 04:56:515 (3,4,5,6,7,8) - you can experiment with ctrl+g, this is one of variants ( (3) is highlighted )
I think that's all . _.
Rapthorn
Just wondering if these sliders (and other hard to read ones) are actually rankable, more of a question than anything

01:12:878 (3) -
04:06:969 (3) -
04:14:242 (3) -

The only one im actually concerned about is the 04:14:242 (3) - one, because of this

Slider anchors/nodes must not be used to manipulate slider speeds (whether they are normal nodes or red ones). Using extra nodes to make a slider "wiggle" is usually fine, but using so many that the slider gets scrunched up (which also makes the sliderball go crazy) or become a "hold slider" is abuse of the hitobject's intended use and is not allowed.
I might just have understood it wrong, but just wanted to point it out

no kd ofc

good luck
Topic Starter
Bara-
All sliders are perfectly rankable
Even though it gets slowed down. I used a SV 2.3 IIRC to make up for that to make it normal paced
Zaphkael


Yo, as promised. I'm sorry for being late.

00:31:818 (11) - why don't you place this lower since you already have this up-and-down momentum?

01:01:060 (1) - flip horizontally since it would fit the flow so much better

01:11:666 (4,5) - spread these out, keep the flow going in maps that have this star rating

02:28:333 (1) - left anchor point lower to keep the circle movement better

03:32:727 (5) - place this one a little bit further away from the previous to keep a more constant build-up

04:15:605 (1,2,3) - are you sure that you want to space them this much?

05:02:424 (5) - I'd ctrl+g this one

Lol I didn't find much, it's kinda over the top for me, but who am I to say that xD

Good luck, and because I didn't find a lot, have a star

~Scout
Topic Starter
Bara-
Thanks guys
Because of IRL things I will check it later
Due to that, I also'll not give kudosu for now
I always do it after I apply the mod
Topic Starter
Bara-
Because it's too much I won't relpy to you all individually
Scout - Fixed all
Scav - Fixed all but ◾00:28:181 (8) because of stack
kunka^4 - Fixed all but the ones about a circle adding (the ones you said were not neccessary)
Morbon - Foxed most of them, things I denied were mostly based on aesthetics, even if it flows better or such (I like aesthetics)

Thanks guys!
Aistre
Hey :)
nub mod pls don't hate :o

Steel
General

Everything is okay here.

Steel

00:44:696 (1) - New combo isn't needed.

00:51:969 (1) - ^ But I think you should add a NC at 00:52:423 (3) -

01:25:152 (3) - Flip this around do it's symmetrical to 01:24:696 (1) -

02:12:424 (4,5,6) - You should remove this triplet and make it like this: http://prntscr.com/8i5ejp

02:21:211 (1) - Can you add a break after this spinner? It's a bit mean for people that can just survive those triangles.

04:17:424 (1) - to 04:24:165 (6) - You should add only a couple of repeating sliders inbetween this, imo it's a bit too long.

04:24:696 (1) - Try and shorten this by a tick.

04:34:696 (5) - not really needed, but it'd be better if you made this slider symmetrical on both sides.

04:38:333 (1) - NC

04:53:409 (8) - I think you should remove this circle.


Did I do good things? o-o
Love the symmetry in this, and it's hard
Good luck :)
Topic Starter
Bara-

Alphabet wrote:

Hey :)
nub mod pls don't hate :o

Steel
General

Everything is okay here.

Steel

00:44:696 (1) - New combo isn't needed.

00:51:969 (1) - ^ But I think you should add a NC at 00:52:423 (3) - Doesn't feel well

01:25:152 (3) - Flip this around do it's symmetrical to 01:24:696 (1) - Technically, this would be correct, but look at the movement. (1) goes from the middle to the outside. A reverse means Outside to inside, which is what it currently does

02:12:424 (4,5,6) - You should remove this triplet and make it like this: http://prntscr.com/8i5ejp

02:21:211 (1) - Can you add a break after this spinner? It's a bit mean for people that can just survive those triangles.

04:17:424 (1) - to 04:24:165 (6) - You should add only a couple of repeating sliders inbetween this, imo it's a bit too long. Kinda intended

04:24:696 (1) - Try and shorten this by a tick. But then it loses it's shape ;w;

04:34:696 (5) - not really needed, but it'd be better if you made this slider symmetrical on both sides.

04:38:333 (1) - NC

04:53:409 (8) - I think you should remove this circle. Nah, it follows the drums


Did I do good things? o-o
Love the symmetry in this, and it's hard
Good luck :)
Thanks!
It was a good mod!
Oh for the next time, something like 04:38:333 (1) - NC is bad. Why? It doesn't say (1) in other client's, as the Original number was (7) (so it took me some time to find xD)

Fixed all unmentioned!
Deppyforce
Ayy M4M :3

[Steel]
Overall : I Think There Are A Bit Too Much illuminatiTriangles Patterns Here

00:14:696 (3,4,5,6) - I Think (4) On (3)'s Head Is hard To Read, Maybe Change Pattern?

I Think 00:23:333 (2,3,4,5,6,7,8,9,10,11) - And 00:30:606 (2,3,4,5,6,7,8,9,10,11) - Should Be Same

01:00:454 (1,2,3,4,1) - Rotate This Star A Bit Will Make It Looks Better

01:07:878 (2) - This Should Be Further Away From (1)

01:24:696 (1) - Maybe Ctrl + G

02:00:757 (4) - Move Further Up And Move 02:00:908 (5) At The Center Of The Grid

02:10:151 (1) - SV Change Is Bit Too Much imo

02:12:878 (8) - Add NC

02:45:453 (2) - This Is Hard To Read lol Maybe Ctrl + H

04:22:878 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5) - I Think The Spacing Is Too Big For The Other Jumps' Spacing Throughout The Map (Diff Spike)

04:44:545 (3,1) - Should Be Bigger Jump Like The Way You Make These Triangle Larger Every 3 Notes And Maybe Increase Stream's Spacing A Bit

05:11:818 (6) - Should Be Somewhere Like x254 y374

05:44:242 - Spinner End Here

I Can't Make Good Mod On Extra Marathons ;w;
Good Luck :3
Topic Starter
Bara-

Deppyforce wrote:

Ayy M4M :3

[Steel]
Overall : I Think There Are A Bit Too Much illuminatiTriangles Patterns Here

00:14:696 (3,4,5,6) - I Think (4) On (3)'s Head Is hard To Read, Maybe Change Pattern?

I Think 00:23:333 (2,3,4,5,6,7,8,9,10,11) - And 00:30:606 (2,3,4,5,6,7,8,9,10,11) - Should Be Same

01:00:454 (1,2,3,4,1) - Rotate This Star A Bit Will Make It Looks Better I like the antijump between (5,1)

01:07:878 (2) - This Should Be Further Away From (1)

01:24:696 (1) - Maybe Ctrl + G Nah, breaks distnce

02:00:757 (4) - Move Further Up And Move 02:00:908 (5) At The Center Of The Grid

02:10:151 (1) - SV Change Is Bit Too Much imo Not really

02:12:878 (8) - Add NC Nah, breaks consistency

02:45:453 (2) - This Is Hard To Read lol Maybe Ctrl + H Lol, it's quite easy actually

04:22:878 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5) - I Think The Spacing Is Too Big For The Other Jumps' Spacing Throughout The Map (Diff Spike) This is not even close to being a diff spike, spacing is relatively low

04:44:545 (3,1) - Should Be Bigger Jump Like The Way You Make These Triangle Larger Every 3 Notes And Maybe Increase Stream's Spacing A Bit As it's following a stream, that's be ridiculous

05:11:818 (6) - Should Be Somewhere Like x254 y374

05:44:242 - Spinner End Here It's fine

I Can't Make Good Mod On Extra Marathons ;w;
Good Luck :3
Thanks!
No reply means fixed :3
Rakuen
As requested!

Legend
Default = Normal mods
Blue = Strongly recommended
Red = Unrankable issue
Pink = Will be discussed if not changed

Hitsound

  • Unused hitsound:
  1. soft-hitwhistle.wav

Steel

  • Is the diff name related? (not the type of "metal")
  1. 00:21:060 - Finish (constant)
  2. 02:45:453 (2) - This can be like Ctrl+H, looks better for me
  3. 03:33:787 - Could make the volume slightly higher, the background noise is still there, and the custom hitsounds are too low
  4. 04:05:757 (5) - Feels like too close to 04:05:151 (4) -
  5. 04:14:242 (3) - No way...sure this is rankable?
  6. 04:44:696 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - Feels like a bit overmap here... :o ...

Uhh this map feels alike with my Tengaku, dunno why... >.>"

Call me back if you need!
Topic Starter
Bara-

Rakuen wrote:

As requested!

Legend
Default = Normal mods
Blue = Strongly recommended
Red = Unrankable issue
Pink = Will be discussed if not changed

Hitsound

  • Unused hitsound:
  1. soft-hitwhistle.wav

Steel

  • Is the diff name related? (not the type of "metal")
  1. 00:21:060 - Finish (constant)
  2. 02:45:453 (2) - This can be like Ctrl+H, looks better for me
  3. 03:33:787 - Could make the volume slightly higher, the background noise is still there, and the custom hitsounds are too low
  4. 04:05:757 (5) - Feels like too close to 04:05:151 (4) -
  5. 04:14:242 (3) - No way...sure this is rankable Talked about this with you in-game, not sure what caused this to happen?
  6. 04:44:696 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - Feels like a bit overmap here... :o ... It feels like a great build up for the next part, due to the high speed in that part

Uhh this map feels alike with my Tengaku, dunno why... >.>"

Call me back if you need!
Thanks!
No reply means fixed!
Rakuen
Bubbled!
Topic Starter
Bara-
Thanks!!!!
Garven
So uh, you asked so here I be.

Firstly: I really like this map on a lower AR. I found 8.6 to work pretty well especially considering how slow-paced the map is.

00:41:060 (1,1) - These are fugly and really stick out compared to the slider styles used before. If you're going to do a curved kink, use a 45 degree angle instead of a 90 like this.

00:45:151 (1,2,3,4,5,6,7,8,9,10) - I'm not really understanding this pattern progression at all. You have back and forth for 2 sets, then go into a square with no real change in the music.

00:50:152 (1,2) - What's with this spacing?

01:11:666 (4,5,1) - You know, there's a lot of weird spacing going on that is obviously more for the sake of the pattern rather than the gameplay. You need to make patterns that actually work with the music and general flow otherwise you end up with weird stuff like this that makes me think it's more artsy than for someone to play and enjoy as a component of this game. I'm not going to mention any more of these, but they really take away from the experience.

It's also interesting that in the beginning the patterns are very free-form, but later on you turn to more symmetry mapping. I'm not sure if you were trying to follow a pattern anywhere with this transition, but I am not really seeing it.

02:25:605 - This delayed break makes no sense. Just end it at the default spot

04:12:424 (4,7) - Reduce that overlap please.

04:14:242 (3) - Why? Just have a normal slider if you're going to do this. This is just ugly and the initial viewing makes me think it's going to be slower due to the severe crunch. That you increase the speed makes the entire thing pointless and misleading.

04:17:424 (1) - And now for the ridiculous difficulty spike. Why is the spacing increasing as the stream goes on? Why is this even here when you compare it against the rest of the map? Tone this down A LOT. It doesn't belong in this map.

04:24:696 (1) - We don't allow sliders like this anymore that alter the speed at one point vs. another.

04:28:333 (1,1) - etc

That electronic hitsound really doesn't fit this song at all. Neither do the oriental hitsounds, tbh.

Overall I'm finding that you're overemphasizing phrase changes with your huge jump patterns after very low SV and distance snap which makes the map feel completely unbalanced and plays awkward.

Edit:

Also Iron and Steel are not similes fyi. You might want to think of a different difficulty name.
Topic Starter
Bara-

Garven wrote:

So uh, you asked so here I be.

Firstly: I really like this map on a lower AR. I found 8.6 to work pretty well especially considering how slow-paced the map is. I feel so much hate coming in over me lower AR to under 9. Changed to 8.7

00:41:060 (1,1) - These are fugly and really stick out compared to the slider styles used before. If you're going to do a curved kink, use a 45 degree angle instead of a 90 like this.

00:45:151 (1,2,3,4,5,6,7,8,9,10) - I'm not really understanding this pattern progression at all. You have back and forth for 2 sets, then go into a square with no real change in the music.

00:50:152 (1,2) - What's with this spacing?

01:11:666 (4,5,1) - You know, there's a lot of weird spacing going on that is obviously more for the sake of the pattern rather than the gameplay. You need to make patterns that actually work with the music and general flow otherwise you end up with weird stuff like this that makes me think it's more artsy than for someone to play and enjoy as a component of this game. I'm not going to mention any more of these, but they really take away from the experience.

It's also interesting that in the beginning the patterns are very free-form, but later on you turn to more symmetry mapping. I'm not sure if you were trying to follow a pattern anywhere with this transition, but I am not really seeing it.

02:25:605 - This delayed break makes no sense. Just end it at the default spot

04:12:424 (4,7) - Reduce that overlap please.

04:14:242 (3) - Why? Just have a normal slider if you're going to do this. This is just ugly and the initial viewing makes me think it's going to be slower due to the severe crunch. That you increase the speed makes the entire thing pointless and misleading.

04:17:424 (1) - And now for the ridiculous difficulty spike. Why is the spacing increasing as the stream goes on? Why is this even here when you compare it against the rest of the map? Tone this down A LOT. It doesn't belong in this map.

04:24:696 (1) - We don't allow sliders like this anymore that alter the speed at one point vs. another. Really? Wow, that sucks. Changed it

04:28:333 (1,1) - etc

That electronic hitsound really doesn't fit this song at all. Neither do the oriental hitsounds, tbh.

Overall I'm finding that you're overemphasizing phrase changes with your huge jump patterns after very low SV and distance snap which makes the map feel completely unbalanced and plays awkward.

Edit:

Also Iron and Steel are not similes fyi. You might want to think of a different difficulty name.
Thanks!!
Renamed diffname, added new samples, and redid quite some parts (thanks to Fycho!)
Fixed all
Garven
If you think it works better with the higher AR, set it back. I just found the really high AR and super slow pacing to be unfitting
Topic Starter
Bara-
No
I personally like a lower AR for maps, as not many people can play it
Heck, I can probably even pass this with Ar5
Just not many people enjoy it too
Ah well, HP is low, so HR, GOOOO!
Garven
First off: check AI Mod please. Don't forget to playtest your map, otherwise you end up with problems like this.

So let's start getting into some detail work then.

00:27:878 (6,7,8) - This spacing is compromised because of you wanting to return to a stack. It plays poorly.
00:37:879 (2,3,4,5,6,7,8,9,10,11) - Although I love the lower AR, when you start returning to previous stacks while changing your distance snap, it makes me want to break something.
There is still a very large disparity between each of the phrase changing jump sets even before we hit the first minute mark. I'm not sure what you're using as a metric to gauge how difficult you want to make each one, but just playing through this introduction makes me have to stare at the patterns instead of just feel them out naturally. There isn't really a natural flow to follow when it's so inconsistent.
01:07:272 (4,5) - Like right here: why is 4 and 5 the large jump? What in the music is prompting this jump?
01:14:999 (1,2,3) - And the same thing is going on here. If you're going to have jump sections, make sure that the jumps are at least relatively even throughout the pattern, otherwise it just feels random and without musical merit.
01:21:060 (1,2,3,4,5,6,7,8,9,10) - ^
02:10:151 (1) - So although I know you're going for the whole blanket of the previous pattern, but the massive slowdown really hurts the game play a lot. I really recommend that you widen this out so that the slider is moving at a faster pace instead of at half pace.

Anyway, there's a lot more that is similarly problematic. I think this map needs a lot more work still.
Topic Starter
Bara-

Garven wrote:

First off: check AI Mod please. Don't forget to playtest your map, otherwise you end up with problems like this.

So let's start getting into some detail work then.

00:27:878 (6,7,8) - This spacing is compromised because of you wanting to return to a stack. It plays poorly.
00:37:879 (2,3,4,5,6,7,8,9,10,11) - Although I love the lower AR, when you start returning to previous stacks while changing your distance snap, it makes me want to break something.
There is still a very large disparity between each of the phrase changing jump sets even before we hit the first minute mark. I'm not sure what you're using as a metric to gauge how difficult you want to make each one, but just playing through this introduction makes me have to stare at the patterns instead of just feel them out naturally. There isn't really a natural flow to follow when it's so inconsistent.
01:07:272 (4,5) - Like right here: why is 4 and 5 the large jump? What in the music is prompting this jump?
01:14:999 (1,2,3) - And the same thing is going on here. If you're going to have jump sections, make sure that the jumps are at least relatively even throughout the pattern, otherwise it just feels random and without musical merit.
01:21:060 (1,2,3,4,5,6,7,8,9,10) - ^No, here they do fit, the spacing is quite similar in the begin, and after 01:22:272 (7) - it is higher. This note is the start of the strong drums, thus the jumps deserve to be bigger
02:10:151 (1) - So although I know you're going for the whole blanket of the previous pattern, but the massive slowdown really hurts the game play a lot. I really recommend that you widen this out so that the slider is moving at a faster pace instead of at half pace.

Anyway, there's a lot more that is similarly problematic. I think this map needs a lot more work still.
Thanks again!
Also reworked some other patterns (mostly right before the deathstream kiai)

To any modder
I'll be unavailable for the coming week, so please look out for other people's mods, as they might clash!
Bonsai
ᕕ( ᐛ )ᕗ
  1. 00:20:605 (6,7) - This is the only time you didn't map this with three circles or a repeat-slider and it feels a bit off, don't know exactly why but maybe it's because (5,6) doesn't require as much movement as (6,7) because of slider leniency?
  2. 00:21:514 (2,3) - You sticked to distance snap until here, but nothing changes here so I don't see a reason for this to be a jump all of a sudden
  3. 00:23:333 (2,3,4,5,6,7,8,9,10,11) - not a big fan of this pattern for two reasons: 1) It gives (5) the most emphasis of all the notes although (6) is actually the most important beat here imo 2) because it's a very sudden change from permanent x1,3-distance snap to x4,5-jump - imo it would fit way better to swap that pattern chronilogically, letting the spacing increase homogeneously instead of sudden jump and then decreasing for no real reason. Changing the spacing so much doesn't make much sense anyways since nothing changes at all, and you emphasize neither offbeats (which are the beats that make this part special, they got finishes too D:) nor onbeats this way : \
  4. 00:30:605 (2,3,4,5,6,7,8,9,10,11) - pretty much the same, although even if you don't change anything from the previous one, I'd suggest to move the last stack next to (7) instead of (8), don't really see a reason for this to be spaced so low
  5. 00:34:697 (3,4) - very low spacing, why not make it the same as 00:29:242 (3,4) ? There's nothing changing in the music after all
  6. 00:42:879 (1,2) - confusingly low spacing as it's almost the same absolute distance as previous and following notes but double the time interval
  7. 00:52:423 (3,4,5,6,7,8,9,10,11,12) - now here instead of decreasing the spacing towards the end, as you sort-of did with all these previous combos, you mostly increase it towards the by spacing (10) (which I like since it fits the importance of the beat in the music, but you never did that before) and (12) (which doesn't make that much sense), that's pretty inconsistent : \
  8. 00:58:787 (6,7) - same as the very first point
  9. 00:59:242 (1,2,3,4,5,1,2,3,4) - whoa, pretty huge spacing compared to the previous combos - I see that you probably intended to increase the spacing each combo but that's not really fitting to the song, and at least I only recognized that after looking at it three times, so I don't think that really works : \
  10. 00:59:696 (2,3,4,5,1,2,3,4) - inconsistency with 01:06:969 (2,3,4,5,1,2,3,4) - I like the second one more, because I'm having classical singing lessons and a pretty basic thing when singing Lieder is that if a verse or something like that is directly repeated it is more interesting to arrange it differently, the first time louder and the second time more quiet or smth like that, so that's why I like spacing the second time more than the first, it makes it more interesting, you kinda did it at 01:21:515 (2,3,4,5,6,7,8,9,10,1) too :D
  11. highly subjective but I don't like how 01:31:060 (3,4,5,6,7,8) plays : \
  12. 01:45:605 (3,4,5,6,7,8) - In pretty much all of this Kiai these have been mapped very jumpy but not here, feels off. Also, I think you're missing at least one hitsound here
  13. 01:51:969 (1,2) - same, pretty much the only time this is spaced so low D:
  14. 02:06:061 (9) - get's almost no emphasis here although it's one of the important beats, maybe just 'merge' the two triangles into a hexagon?
  15. 02:10:151 (1,2,3) - (2,3) shouldn't be seperated from the slidertail imo, it's the same group of hits in the song. Also, extremely inconsistent with 02:11:060 (4,5,6) lol.
  16. 02:11:969 (1,2,3,4) - Don't really understand why this is stacked, it's a different kind of drumhits, and you didn't stack 02:12:424 (5,6,7,8) either. neither 02:27:424 (1,2,3,4) although these would at least be the same kind of drumhits ^^
  17. 02:31:818 (6,1) - don't like that stack either, 02:31:515 (4,5,6,1) is a pattern of four equally important beats when you ignore (1) being the downbeat (which should give it even more emphasis, not a stack), (4,5,6) kinda build up to (1) but that's not represented with a stack, (1) doesn't belong to (6) in any way
  18. 02:44:242 (4,5,1,2) - ewww, the beats on the tails of (5,1,2) are way more important than the heads, which gives completely wrong emphasis causing it to play really weird, and the NCs don't fit either because it should be on the tail of (5) which is obviously impossible this way. Also, it's pretty confusing to read when you space the two slider-pairs the same absolute distance when the time interval is doubled. Also, leaving out 02:45:302 is pretty random too when it's mapped every other time so far
  19. 02:58:333 (3,4,5,6,7,8) - This looks more like grouping it into 4 and 2 instead of 3 and 3 which you probably went for : \
  20. 03:00:909 (8,1) - why stack this? D:
  21. 03:01:060 (1,2,3,4,5,6) - uuh there is nothing in the song that would suggest spacing (1,2,3) so much and not spacing (3,4,5) at all, (4) is a really important beat
  22. 03:04:242 (4) - again this beat deserves more spacing than all the others but you spaced it least? D:
  23. 03:08:788 (2,3) - You probably blanketed things like these before but it's pretty inappropiate here as it doesn't give (3) the emphasis it deserves, also it's kinda confusing that 03:02:878 (1,2) is spaced almost the same when half the time interval. Should've pointed that out anyways: You have a lot of important beats on slidertails, which should generally be avoided, but I didn't say anything bc it could also be your 'style' or whatever, but spacing (1,2) at all is already problematic because it gives (2) really much emphasis and therefore suggests that (2) is on the white tic, as that would normally be the beat that you emphasize the most, so it's pretty weird to read and play
  24. 03:11:060 (4,5,6,7) - You hitsounded these notes really intense, not like 03:10:605 (2,3) so it's really weird that you mapped them exactly the same, should be circles (as they are in the rest of the diff). You spaced sections where literally nothing changes at all extremely high, like 03:14:697 (3,4,5) but then you don't space the really important things at all, that's just really inconsistent and not fitting the song at all. 03:15:151 (6,1) is extremely too btw, especially when taking slider leniency into consideration
  25. 03:17:424 (1,2,3,1,2,3,1,2,3,1,2,3) - again the second half of this pattern is hitsounded double as intense as the first half but mapped in the same way (the increase of spacing doesn't change so that's not sufficient), really weird. I think you used that pattern before, dunno if it's the same there
  26. 03:22:424 (5,6) - the thing with intense hitsounding again, don't treat mapping and hitsounding as two independent things, they should complement each other!
  27. 03:23:787 (3,4,5,6,7,8) - following the previous hitsounding-things, this is suddenly extremely high spaced but not hitsounded at all, it just feels off
  28. 03:25:605 (4,5,6,7) and 03:29:697 (6,7) - just pointing these our too for the record, it's always the same issue
  29. 03:33:787 (1,2) - This is the only time you didn't map this as 2/1-slider in this section, consider changing it to stay consistent
  30. You're generally leaving out many 1/3-beats that are clearly audible, you only mapped around half of them, feels kinda weird : \
I gotta stop now and do stuff for university, I guess it's mostly the same issues repeating over and over again, so I hope you understand my reasoning and are able to apply it to the rest of the map too ^^ Good luck!
Zectro
Yo \o/ (the m4m thingy)

[Corrosion]
00:41:060 (1,2,3,4,5,6,1) - This pattern just feels off and weird in comparison with the rest of the map
00:44:242 (3,4) - Spacing between these is confusing, since they have the same spacing as 00:42:879 (1,2) - even though 00:44:242 (3,4) - is way closer in to eachother in the timeline
00:45:606 (5,6,7,8,9,10) - Not really a fan of this pattern, it seems kinda ugly and doesn't really flow at all
01:13:787 (1,2) - Shape of these is bleehhh
01:17:424 (1) - This shape fits here because of the vocals but then 01:19:243 (1) - just feels out of place, but then again you need it to be the same for symmetry and EHHYUINI IDKANYMORE lol
01:49:242 (3,4) - I would change the positioning of these so they fit/look/flow better towards 01:48:333 (1,2) -
02:17:424 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1) - o.o
02:44:546 (5,1,2) - This looks and plays kinda ehh
03:16:515 (3,4) - Look, here it just feels/looks/flows way better than the other one
04:03:333 (3) - Dat slider ass could be nerfed :^)
04:05:151 (4,7,3) - Shapes can look way better than this, cmon
04:10:605 (3) - ^
04:17:424 (1) - The big ass stream that starts here feels a little too overdone/long/over the top, you could add some more variation to the whole thing listening to the music, atm it just looks too cheap compared to the rest of the map imo
04:44:696 (1,2,3,4,5,6,1,2,3,4,5,6) - Should be different than 04:45:605 (1,2,3,4,5,6,1,2,3,4,5,6) - for sure
05:03:333 (2,3,4,5,6,7,8,9,10) - The way you have to change direction from 05:01:060 (1,2,3,4,5,6,1) - feels a bit meh, you can make the flow WAY better
05:08:333 (1,2) - Shape pls

Overall it seems like a cool map, I really love the theme, it also plays very cool to such an epic song.

Good luck!
Topic Starter
Bara-

Zectro wrote:

Yo \o/ (the m4m thingy)

[Corrosion]
00:41:060 (1,2,3,4,5,6,1) - This pattern just feels off and weird in comparison with the rest of the map
00:44:242 (3,4) - Spacing between these is confusing, since they have the same spacing as 00:42:879 (1,2) - even though 00:44:242 (3,4) - is way closer in to eachother in the timeline
00:45:606 (5,6,7,8,9,10) - Not really a fan of this pattern, it seems kinda ugly and doesn't really flow at all I disagree, patterns as these flow really well imo, and I love them
01:13:787 (1,2) - Shape of these is bleehhh Dem Blankets
01:17:424 (1) - This shape fits here because of the vocals but then 01:19:243 (1) - just feels out of place, but then again you need it to be the same for symmetry and EHHYUINI IDKANYMORE lol haha wot
01:49:242 (3,4) - I would change the positioning of these so they fit/look/flow better towards 01:48:333 (1,2) - Meh, it's fine, due to slider leniency
02:17:424 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1) - o.o
02:44:546 (5,1,2) - This looks and plays kinda ehh ARGHH< Why does everyone complain about this? I talked about this with multiple Qat and they all found it fine
03:16:515 (3,4) - Look, here it just feels/looks/flows way better than the other one
04:03:333 (3) - Dat slider ass could be nerfed :^) Nicki Minaj <3 Ok sorry
04:05:151 (4,7,3) - Shapes can look way better than this, cmon Be happy you didn't see the older ones, which all were ugly af, and on the border of unrankable, but it fits the song perfectly
04:10:605 (3) - ^ ^^
04:17:424 (1) - The big ass stream that starts here feels a little too overdone/long/over the top, you could add some more variation to the whole thing listening to the music, atm it just looks too cheap compared to the rest of the map imo Already nerfed it
04:44:696 (1,2,3,4,5,6,1,2,3,4,5,6) - Should be different than 04:45:605 (1,2,3,4,5,6,1,2,3,4,5,6) - for sure
05:03:333 (2,3,4,5,6,7,8,9,10) - The way you have to change direction from 05:01:060 (1,2,3,4,5,6,1) - feels a bit meh, you can make the flow WAY better Constant clockwise flow would become boring after a bit :P
05:08:333 (1,2) - Shape pls

Overall it seems like a cool map, I really love the theme, it also plays very cool to such an epic song.

Good luck!
Thanks!

Bonsai, fixed almost everything, except most of the jump patterns. Those were discussed with multiple QATs, and they adviced me to do it like this
Also, imo, stacks give proper emphasis, but a different one, which can, if used in combination with other things, give really special emphasis

Thanks guys!!
Hikaru Rose
This is not 2 stars, I'm disappointed.

On a serious note, when are you going for rank again?
Topic Starter
Bara-
Whahaha
Idk
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