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MowtenDoo - Nichismoke

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Alarido
@Bakari > Sure ♥

@Rad- > If you are going add a new difficulty, make sure some people can check it, after completed. If no, then just need reduce the fullscreen jumps.
Topic Starter
Rad-

Alarido wrote:

@Bakari > Sure ♥

@Rad- > If you are going add a new difficulty, make sure some people can check it, after completed. If no, then just need reduce the fullscreen jumps.
Yea i know what to do, i'll ask for your help again when it's ready then.
Charles445
We got cupcakes through with a big disclaimer and this is way, way less inappropriate.
It's just people smoking weed, half the joke is whether it's even real or not.

Going to talk to some people about the video.


Oh and P.S. for Alarido, using star rating via numbers only is a terrible way to judge difficulty spread. Sliders do not factor into the calculation.
The only time you'd need to explicitly worry about those numbers is if an entire letter got skipped. As it is, it's ENHI, which is fine, and the Insane isn't all that tough anyway.
Topic Starter
Rad-
I personally never thought the need to make a new diff, and i already fixed the problematic jumps on 420 style. So i'll wait for futher judgement.
Myxo
@Everyone who judges spread by star rating: Stop it, please. The spread is not that much of a problem that a new diff would be needed, because the difficulty gaps between all diffs are fairly big. Easy is really, really simple compared to common Easy diffs, Normal is much less dense and easier too, Hard is quite average and Insane is a bit above average with the jumps, so the general idea is fine.
Still, some particular jumps in Insane could be toned down a bit, I'll mention them in my random mod below that you just earned because I can't stop listening to the song xP Furthermore, I'd recommend you to add some little jumps between sliders atleast in Hard. Please don't overdo that though since the gap to Normal is big too.

[420 Style]

  1. 00:07:653 (2) - This would feel better if it was stacked on the following note instead since when 00:07:653 (2,3) are stacked they play differently than 00:07:986 (4,5,6) - where the pitch changes.
  2. 00:16:820 (2,3,4) - You could align these in a straight line with equal spacing to make the pattern much more clean. http://puu.sh/grtS9/c06265f01f.jpg
  3. 00:17:486 (5,1) - I really expect higher spacing here, atleast equal to the spacings in this pattern 00:16:653 (1,2,3,4,5) - , since after 00:17:486 (5) it's intutive to perform a small jump and it also fits the background music very well.
  4. 00:26:320 (2) - You could Ctrl+G this for a slightly better flow. The current version works but it makes the jumps feel bigger than they are so that might be a problem considering the spread with Hard.
  5. 00:28:653 (1,2,3) - These jumps are above 4.0 and really need to be toned down. What about having more of a curvy transition here 00:27:820 (4,5,6,1) - (very rough example: http://puu.sh/gru4R/ae339127e5.jpg) which will lead to the sliders being more near the vertical axis so the jumps get smaller?
  6. 00:31:320 (1,2,3) - For patterns like this it helps to copy-paste the first slider and flip it to create the second one. It will make them look a lot more clean. This applies to lots of patterns in your diff where round sliders are used like that, for example 01:03:820 (4,5,1) etc, and you should consider fixing it for all of them.
  7. 00:39:987 (3,4,5) - These jumps seem to big for this section - Not from a spread perspective, but from a logical perspective. 00:39:653 (1,2,3,4,5) - The vocals are all equally stressed here, so the spacing should be equal too. What about a nice little pentagon here? http://puu.sh/grujc/a51c81073e.jpg
  8. 00:44:987 (1,2,3,4,5) - Again I'd reduce the spacing a bit to fit this section, since these notes don't seem much more stressed than 00:40:820 (1,2,3,4) - for example, but use a three times higher spacing at the moment.
  9. 01:04:486 (1,2,3) - You could also try to make those two sliders blanket each other correctly, like this: http://puu.sh/gruAu/287fc2cfad.jpg Just check if the distance between both sliders is nearly equal at every point as you can see on the screenshot.
  10. 01:08:486 (5,1,2) - You will notice that the background music stops playing between (5) and (2) here which is very noticable when playing, so it seems weird that you didn't emphasize this in some way. Sure, you are mainly following vocals in this map, but special breaks like this in the music can't really be ignored. Deleting 01:08:653 (1) - simply would work but it's probably too extreme / not fitting your style, that's why I would recommend you to use this rhythm: http://puu.sh/gruLF/adb35e25f7.jpg with a lower Slider Velocity on (1), maybe around 0.9x. It will work well, please try it out!
  11. 01:13:320 (1,2,3,1) - The rhythm is very weird here. The repeat sliders don't fit the vocals, although they are probably supposed to. I would recommend you this rhythm: http://puu.sh/gruT7/8624bfc2e9.jpg Three equally pitched vocals start at 01:13:487 - so it makes sense to have a repeated slider starting there. The antijumps between the circles afterwards fit due to absence of the background music, but I would recommend you to have a jump before 01:13:987 - because of the cymbal, in case you follow my rhythm suggestion.
  12. 01:15:653 (2) - This circle fits better with the vocals when stacked on the previous note.
  13. 01:23:153 (1,2,3,4,1) - You really need to tone these jumps down a bit.
Overall this needs more work before being rebubbled imo. While the diff is very fun to play and has some really nice ideas, it seems untidy or not polished enough. When it comes to rhythm you like to follow vocals, which works well with this song since you can be really creative with it, but it needs to be consistently done. Placement can use more polishing when it comes to rotated symmetry as I mentioned in my mod, but in general more professional mods could help improving it more. Also, check your NCing again, since it's inconsistent throughout the whole map.
Similar issues apply for the other diffs, so please work on that before getting the mapset qualified!

Good luck! :3
Topic Starter
Rad-

Desperate-kun wrote:

[420 Style]

00:26:320 (2) - You could Ctrl+G this for a slightly better flow. The current version works but it makes the jumps feel bigger than they are so that might be a problem considering the spread with Hard.
This jump feels easier now actually, thanks!

01:04:486 (1,2,3) - You could also try to make those two sliders blanket each other correctly, like this: http://puu.sh/gruAu/287fc2cfad.jpg Just check if the distance between both sliders is nearly equal at every point as you can see on the screenshot.
Did it but i wanted to have these 2 01:04:986 (2,3) - have a straight line thru slider 01:04:487 (1) -

01:08:486 (5,1,2) - You will notice that the background music stops playing between (5) and (2) here which is very noticable when playing, so it seems weird that you didn't emphasize this in some way. Sure, you are mainly following vocals in this map, but special breaks like this in the music can't really be ignored. Deleting 01:08:653 (1) - simply would work but it's probably too extreme / not fitting your style, that's why I would recommend you to use this rhythm: http://puu.sh/gruLF/adb35e25f7.jpg with a lower Slider Velocity on (1), maybe around 0.9x. It will work well, please try it out!
I did it better with still deleting that note

01:13:320 (1,2,3,1) - The rhythm is very weird here. The repeat sliders don't fit the vocals, although they are probably supposed to. I would recommend you this rhythm: http://puu.sh/gruT7/8624bfc2e9.jpg Three equally pitched vocals start at 01:13:487 - so it makes sense to have a repeated slider starting there. The antijumps between the circles afterwards fit due to absence of the background music, but I would recommend you to have a jump before 01:13:987 - because of the cymbal, in case you follow my rhythm suggestion.
I didn't really understand how you wanted the rhythm here as its a bit hard to tell the parts to change from that image, but i tried changing it nonetheless.
Applied everything. Also I increased the spacing on the kiai time of Hard so that i didn't have to add any jumps, and still be average difficulty.

Thanks for your help ^^
Ephemeral
BG video should be fine, probably slighty nsfw, but okay given that it isn't explicit. I know the song isn't much without the video either.

Should be okay. Charles asked me to post this.
Charles445
I think as a safety measure just add to the description that the video is explicit, so like a simple modification would be

"EXPLICIT LYRICS AND VIDEO! YOU CAN TELL BY SNOOPS FACE!"
Myxo
Yay :D
Topic Starter
Rad-
That's great!The mapset is alive again! XD
riffy
:D It's kind of a sad thing that 420 Style has no 4,20 star rating.

Yo, I'm curious why nobody dragged their attention to easier diffs yet. Let's try to work on their rhythm.

[General]
  1. Please, disable the letterboxes during breaks. This thing is useless as you have no breaks at all.
[Easy]
  1. Please get rid of unused green lines 00:03:987 - 00:04:653 - rhey aren't necessary and just confuse osu! and modders. :c
  2. 00:04:653 (1,2) - let's swirch emphasis to the vocals? an example of what might work here
  3. 00:11:320 (2) - and then the thing continues, slider lands on pretty much nothing. Try to focus on making it follow music and keeping it playable for beginners.
    Note: how do we make it playable, then? Well, try to take a look at polairty and check your rhythm once again. I believe we'll be able to find some stuff to improve.
  4. 00:28:320 - are you sure about ignoring the beats at this point. You just cover them with slider and it feels quite weird even for the easiest diff. Things get even more weird if you notice that 00:30:653 - the same beats are mapped here.
  5. 00:34:653 (3,4,5) - this stuff should be snapped to the red ticks, listen closer, please. :c So, the suggested pattern would be something like this. However, you are free to delete (4) if you feel like it makes the diff too hard.
  6. 00:28:320 - try replacing them with repeated 1/1 sliders to emphasize the "smokesmoke" thing. Example
  7. 01:03:320 (1,2,3,4) - and again, sliders get off vocals. Try to use polarity and follow the song. Example
    Note: yes, the suggestion may appear stange, but I try to use some kind of logic and follow the song. :c
    Note2: 01:11:153 - and yet again, music moves to the red ticks. Some similar issues happen with the final part.

    Sorry, but I think it needs some more work. Try to get a few more opinions and/or mods. Feel free to ask me anytime for help with this diff.
[Normal]
  1. Unused green lines are here. I strongly recommend you to remove tem just like we did it on Easy.
  2. HP Drain 4 would work just fine. Try to set it and you'll feel it.
  3. 00:05:820 - 00:06:987 - just like with the Easy diff, slider gets off strong beats music and it feels quite confusing. Since I've alredy tried to explain some rhythm things above, I won't go into details. just try to listen to the whole diff with 25% playback rate one more time, you'll notice some things which are off.
    Note: and one more 00:28:153 - this one is off music, while 00:29:987 (4) - the similar slider follows it nicely.
  4. 00:33:320 (5,6) - quite similar with the stuff above, I would swap their places on timeline in order to follow vocals better. exxample
  5. 00:38:987 (3) - we can let this one go, it isn't following anything strong and can be removed from a Normal diff.
  6. 00:45:653 (2,3) - since we've started to follow "vocals" here, let's focus on it without giving too much attention to background stuff. example
  7. 01:09:987 (4) - and one more slider which should be started 1/2 later. rough example

    This diff feels better in terms of rhythm but I'd pay a little more attention to it.


Work on this stuff for now, or at least consider that. Also, getting more opinions never hurts. I do want to see it ranked, but I also want to push its quality higher before it gets qualified.

Edit: let me know when you check that
Charles445

-Bakari- wrote:

[General]
  1. Please, disable the letterboxes during breaks. This thing is useless as you have no breaks at all.
What's the point in disabling it if there are no breaks anyway? :P
Poggle566
Dank.
I hope for rank.
toybot
holy crap, i have to make a set for this song sometime soon
Izzz
It's back
Topic Starter
Rad-

Joezapy wrote:

It's back
But it's hard to find mods for this D:
pishifat
im high

ez
00:17:653 (3) - considering u focus on the cymbal thing with 00:20:487 (1) - 00:22:653 (4) - doing so here would be cool too. like thisrhythm works
00:32:653 (1) - one object combo um arranging combos in a way that doesnt lead = nice. it's like this one's super special but it's not
01:25:320 (1,2) - really should be focusing on the same stuff u did with 00:11:487 (2) - cuz thats what you're following ev er y whe re el s e e e e
01:30:153 (1) - the impact is 1/2 later doooood
--------------------------------
00:39:653 (4) - 00:44:987 (2) - clap is already being used for snares:( another sample to express the thing you're expressing > clap

^originally wrote that for the easy but then realized bakari just copied hitsoudns so rad do something about it

normal
00:05:987 (3) - 01:20:653 (3) - song is focusing on red tick stuff here, so um your rhythm should too lol. moving 00:05:487 (2,3) - back by 1/2 is the easiest solution
00:23:987 (2,3) - ^same pretty much. need some rhythm with focus on the sound at 00:24:487
00:13:320 (1) - 01:27:987 (2) - sketch multi repeat
00:36:320 (5,1) - visually keep spacing here the same as 00:35:653 (3,4,5) - sv changes and distance snap dont work too well together lol
00:59:320 (4,1,2,3,4,5) - kinda noticeable that the 2 repeat sliders aren't symmetrical when comparing blankets lol

hard
00:05:487 (5,6) - 00:08:320 (4) - 00:08:320 (4) - 01:25:653 (3) - a lot more comfortable to play gaps when they're not after 1/2 sliderends, since the last sound of a grouping is usually emphasized the most (according to music theory bs at least). rhythms like 01:22:653 (3,1) - 01:19:987 (4,5,6) - are best
00:36:209 (3,1) - same as normal zzzz should just be larger to take sv change into account
00:38:987 (7,1,2,3,4) - spacing indicative of what's 1/2 vs 1/1 better. just need 2->3 and 4->5 smaller than 7->1
^sort of applies to the whole section. should use spacing for 1/2 that's smaller than 1/1 and still recognizable, so like 00:43:987 (8,9) - being 1/1 then 00:44:987 (1,2,3,4) - being 1/2 with same spacing visually is a pain. if you make all your 1/1 like 00:46:320 (5,6,1) - this sort of spacing, while all your 1/2 is either overlapped like 00:43:320 (4,5,6,7,8) - or noticably smaller than the 1/1 stuff like bla you won't have any issues.
thats a lot of words oops
00:53:987 (5,6,7,8,9) - less gamebreaking but spacing should be consistent within these lol

insane
cleaning up a lot of stuff visually would really benefit this diff i think. right now some things are neat, while others are super messy. some examples of messiness are like
  • 00:18:653 (4,2) - 01:00:320 (1,2,3,4) - 01:05:986 (1,4) - 01:09:320 (2,2) - etc. better to avoid overlaps that really dont compliment anything. like best thing you can really do with this sort of stuff is placing objects elsewhere and thinking about more than just whether or not it plays well (since what you have from a gameplay perspective is fine, but is kinda gross still)
    00:28:653 (1,2,3) - 2 being evenly placed between 1 and 3 cuz symmetrystuff (currently it's closer to 3 than 1)
    00:54:986 (10) - sliderbody following hte curve of the previous circles like lined up with the green slider here
    00:24:986 (6,7,10) - 00:10:653 (2,3,4,5) - thinking about spacing between objects relative to other objects is a pretty good thing to think about with visuals as well, like 00:10:653 (2,3,4,5) - looks cleaner with 2,4 and 3,5 being the same distance from each other

    those aren't really things you need to change, but they should at least give you an idea of what im talking about by saying the map could be "visually cleaner." it's your choice if you really want to do something about it this late in the ranking process lol
00:09:487 (4,5,1) - should try to emphasize 5 a bit more. linear movement/consistent spacing is like anti-emphasis, whereas sharp angle/larger spacing on the emphasized sound = bueno
00:28:320 (5,6,1) - 00:30:986 (5,6,1) - 01:13:153 (4,5,1) - 01:22:820 (5,6,1) - tbh triggered by the same thing
00:24:486 (5) - sliderbody indicating where you're moving next is nice
00:35:986 (3) - slower sv plz transitionz
01:11:153 (1) - i kinda dont understand the point of the sv change here since the song isn't really changing intensity. when the kiai ends is a fitting place but here na
01:02:986 (1) - super minor but combo is kinda unnecessarily long. separating at the weed = good
01:18:653 (4) - song pretty much stops here, so having a gap by making this a circle more fitting tbh
01:00:320 (1) - the 1ms unsnap on green line makes the sv slower on this than 2,3,4 lol

g
Topic Starter
Rad-

pishifat wrote:

im high

ez
00:17:653 (3) - considering u focus on the cymbal thing with 00:20:487 (1) - 00:22:653 (4) - doing so here would be cool too. like thisrhythm works
00:32:653 (1) - one object combo um arranging combos in a way that doesnt lead = nice. it's like this one's super special but it's not
01:25:320 (1,2) - really should be focusing on the same stuff u did with 00:11:487 (2) - cuz thats what you're following ev er y whe re el s e e e e
01:30:153 (1) - the impact is 1/2 later doooood
--------------------------------
00:39:653 (4) - 00:44:987 (2) - clap is already being used for snares:( another sample to express the thing you're expressing > clap

^originally wrote that for the easy but then realized bakari just copied hitsoudns so rad do something about it

normal
00:05:987 (3) - 01:20:653 (3) - song is focusing on red tick stuff here, so um your rhythm should too lol. moving 00:05:487 (2,3) - back by 1/2 is the easiest solution done
00:23:987 (2,3) - ^same pretty much. need some rhythm with focus on the sound at 00:24:487 done
00:13:320 (1) - 01:27:987 (2) - sketch multi repeat i think it's ok as it is
00:36:320 (5,1) - visually keep spacing here the same as 00:35:653 (3,4,5) - sv changes and distance snap dont work too well together lol fixed, forgot about that
00:59:320 (4,1,2,3,4,5) - kinda noticeable that the 2 repeat sliders aren't symmetrical when comparing blankets lol The whole pattern wasn't symmetrical, fixed now

hard
00:05:487 (5,6) - 00:08:320 (4) - 00:08:320 (4) - 01:25:653 (3) - a lot more comfortable to play gaps when they're not after 1/2 sliderends, since the last sound of a grouping is usually emphasized the most (according to music theory bs at least). rhythms like 01:22:653 (3,1) - 01:19:987 (4,5,6) - are best fixed
00:36:209 (3,1) - same as normal zzzz should just be larger to take sv change into account done
00:38:987 (7,1,2,3,4) - spacing indicative of what's 1/2 vs 1/1 better. just need 2->3 and 4->5 smaller than 7->1
^sort of applies to the whole section. should use spacing for 1/2 that's smaller than 1/1 and still recognizable, so like 00:43:987 (8,9) - being 1/1 then 00:44:987 (1,2,3,4) - being 1/2 with same spacing visually is a pain. if you make all your 1/1 like 00:46:320 (5,6,1) - this sort of spacing, while all your 1/2 is either overlapped like 00:43:320 (4,5,6,7,8) - or noticably smaller than the 1/1 stuff like bla you won't have any issues.
thats a lot of words oops Fixed
00:53:987 (5,6,7,8,9) - less gamebreaking but spacing should be consistent within these lol fixed

insane
cleaning up a lot of stuff visually would really benefit this diff i think. right now some things are neat, while others are super messy. some examples of messiness are like
  • 00:18:653 (4,2) - 01:00:320 (1,2,3,4) - 01:05:986 (1,4) - 01:09:320 (2,2) - etc. better to avoid overlaps that really dont compliment anything. like best thing you can really do with this sort of stuff is placing objects elsewhere and thinking about more than just whether or not it plays well (since what you have from a gameplay perspective is fine, but is kinda gross still)
    00:28:653 (1,2,3) - 2 being evenly placed between 1 and 3 cuz symmetrystuff (currently it's closer to 3 than 1)
    00:54:986 (10) - sliderbody following hte curve of the previous circles like lined up with the green slider here
    00:24:986 (6,7,10) - 00:10:653 (2,3,4,5) - thinking about spacing between objects relative to other objects is a pretty good thing to think about with visuals as well, like 00:10:653 (2,3,4,5) - looks cleaner with 2,4 and 3,5 being the same distance from each other

    those aren't really things you need to change, but they should at least give you an idea of what im talking about by saying the map could be "visually cleaner." it's your choice if you really want to do something about it this late in the ranking process lol
00:09:487 (4,5,1) - should try to emphasize 5 a bit more. linear movement/consistent spacing is like anti-emphasis, whereas sharp angle/larger spacing on the emphasized sound = bueno
00:28:320 (5,6,1) - 00:30:986 (5,6,1) - 01:13:153 (4,5,1) - 01:22:820 (5,6,1) - tbh triggered by the same thing I'll keep these, as it was my intention, plus it avoids being a triangle only map
00:24:486 (5) - sliderbody indicating where you're moving next is nice changes this one slightly
00:35:986 (3) - slower sv plz transitionz
01:11:153 (1) - i kinda dont understand the point of the sv change here since the song isn't really changing intensity. when the kiai ends is a fitting place but here na it does change, it has less beats on this part so sliders are to hold on the song
01:02:986 (1) - super minor but combo is kinda unnecessarily long. separating at the weed = good
01:18:653 (4) - song pretty much stops here, so having a gap by making this a circle more fitting tbh
01:00:320 (1) - the 1ms unsnap on green line makes the sv slower on this than 2,3,4 lol apparently there was another one next as well

g
Thanks pishifat, where i didn't write anything means i fixed.
- Frontier -

From this shit queue


[Bakari's Easy]
Looks Great !!

[Normal]
00:27:320 (4) - not perfectly blanket 00:28:653 (1)

[Hard]
Looks Great !!

[420 style]
Why "420 style" ?
:)

Good map !! Good luck !!
If my mod didn't useful, just don't giv me kds
Topic Starter
Rad-
Well that's something xD and it's 420 style in reference to val0108 calling his maps 0108 style, looks dank as a name as well.

Thanks for checking anyway ^^
DaxMasterix
Hi! M4M From my Queue! Make sure to select one of my maps!

Bakari's Easy:
  • 00:07:153 (4) - one grid up
  1. 00:09:820 (4) - Maybe better like this
  2. 00:12:487 (3) - Hm Maybe better like this, I think the flow is better
  3. 00:49:987 (1) - Fix DS
  4. 01:04:987 (1) - A little forcing straight
Normal
  1. 00:05:486 (2) - This object must be placed on 00:05:653 , according to things like 00:08:320 (3,4) or 00:10:653 (2,3) - ... or 01:20:320 (2,3) - heheehe
  2. 00:13:320 (1) - Acceptable but men, this can be dangerous
  3. 00:27:320 (4) - The last slider point must be in x:376 y:340
  4. 00:39:320 (3) - Daaaamn nigga, What happened with the DS here
  5. 00:53:987 (2) - This looks extange, isn't enought good centre'd so.. maybe move it to x:332 y:60 (It won't break the DS)
  6. 01:27:987 (2) - Same with 00:13:320 (1)
Hard:
  1. AR 7.5 :p
  2. 00:03:986 (1) - I just want to put in the table, that the correct pattern is according to drums, but you can keep this
  3. 00:31:987 (3) - This need to be 2 grids up
  4. 00:33:320 (4) - Iug, I preffer this, the Same Slider of 00:32:653 (2) , but inverted and in x:56 y:100, make sure to fix the position of the next object after
  5. 01:15:487 (1) - this change of 1,3x on the S.V is pretty unnecesary

  1. OD 7 pls
  2. 00:09:820 (5) - The next slider should start here
  3. 00:31:153 (6) - Move this to x:156 y:160
  4. 01:14:820 (1) - This is unnecesary at all
That's all! :D Good luck and find a BN , this is ready
Arusamour
420 style (4,2 stars, 312 notes)
  1. 00:06:487 (2) - space more.
  2. 00:06:820 (3) - blanket.
  3. 00:07:653 (2,3,4,5,6,1) - remake jump because 00:08:153 (5,6,1) im an intuitive modder. Also, these these double overlaps should be also on 00:07:986 (4,5) http://i.imgur.com/vtJuQ08.png
  4. 00:11:487 (6,7,8) - same spacing as 00:10:653 (2,3,4,5)
  5. 00:33:153 (5,6,7,8,9,10,11,12) - stream not starting on the proper beat. 00:33:153 (5) slider doesnt fit, delete. 00:33:403 (6,7,8) delete. stream starts 00:33:653 (6).
  6. 01:12:820 (2,3,4,5) - short and wide just like my
  7. 01:18:153 (2,3,4,5) - Make bigger jump


Your NM request from p/5040843/ is done
Topic Starter
Rad-

DaxMasterix wrote:

Hi! M4M From my Queue! Make sure to select one of my maps!

Bakari's Easy:
  1. 01:04:987 (1) - A little forcing straight i didn't get what u meant by this
This art hahah
  1. 00:09:820 (5) - The next slider should start here Not changing this one, mostly to maintain 420 combo, but also because i think it's ok like this because of the beat kick, even though i didnt do that to the others after this one.
  2. 01:14:820 (1) - This is unnecesary at all I think it's pretty guuud
That's all! :D Good luck and find a BN , this is ready
Thanks for your help :D

Boobs wrote:

420 style (4,2 stars, 312 notes)
  1. 00:07:653 (2,3,4,5,6,1) - remake jump because 00:08:153 (5,6,1) im an intuitive modder. Also, these these double overlaps should be also on 00:07:986 (4,5) http://i.imgur.com/vtJuQ08.png I remade the jumps but didn't make the same pattern, i want to keep it 4.20 stars
  2. 00:11:487 (6,7,8) - same spacing as 00:10:653 (2,3,4,5) I'll keep as it is, don't want big jumps here
  3. 00:33:153 (5,6,7,8,9,10,11,12) - stream not starting on the proper beat. 00:33:153 (5) slider doesnt fit, delete. 00:33:403 (6,7,8) delete. stream starts 00:33:653 (6). No it doesn't, it's on the spot i started, i only modified that pattern.
  4. 01:12:820 (2,3,4,5) - short and wide just like my D....inossaur And it's staying like this
  5. 01:18:153 (2,3,4,5) - Make bigger jump keeping for 4.20 stars

Sorry i kinda rejected alot but i had an objective with these settings, the whole point being 420 combo and 4.20 stars that u might have missed, but thanks for your help!
What i didn't reply means i fixed
Maruyu
Smoked!
Topic Starter
Rad-

[Nicole] wrote:

Smoked!
Real MVP here
Shyotamaze
nice meme
Pereira006
in-game we fix spacing in normal and hard, combos in hard and insane, and some stuff

all look good

bubble
Maruyu

Pereira006 wrote:

in-game we fix spacing in normal and hard, combos in hard and insane, and some stuff

all look good

bubble
pereira on drugs
Pereira006
missing hitsound

rebubble
-NanoRIPE-
good luck!
lil04
I've played last diff and it's all ok but I'd change a little the beggining, in my opinion.
Sonnyc
All diffs (except 420).
01:30:154 (1) - I can't see why objects are starting at this point while the actual vocals and a stronger instrument appears at 01:30:320. Maybe it's possible for spinners, but especially the slider selection of Bakari's Easy wasn't really nice along the song.

Easy.
01:13:988 (1) - Although I understand there is a 2/1 interval for players to move to the this object, the current spacing feels a little bit too far.

Hard.
00:51:654 (1,2,3) - Even this pattern being readable enough, I do feel that such jump in this section wasn't appropriate along this part of the song.

420.
-- Why is the highest diff's name 420 Style? I assume that it's because the map is 4.20*, but let me know if there are other reasons that I do not know.
-- I can see a speed down has been made around from 00:36:654, and you've also used some close spacings. Cool, but some objects such as 00:37:153 (2) - 00:40:820 (1) - 00:43:486 (2) - 00:54:320 (6,7,8,9) - felt too close to the extent of forming an overlap with the surrounding objects. Since there are several other objects that didn't formed such overlaps, I'd recommend you getting those overlaps avoided.
00:24:986 (6) - Consider adding a new combo. The combo went a little long here, and seperating it with a new combo will also represent the jumps here more effectively.
00:35:153 (5,1,2) - The transition towards 1/3 didn't felt nice since it was being done with a note while having an uneven spacing.
00:43:653 (3,4) - Previously, you spaced 1/3 rhythms with a 1.00x spacing such as 00:38:209 (2,3). Having such inconsistency didn't felt nice.
01:29:486 (3) - Since (2,4,5,6) are some what in a symmetric formation of themselves, placing (3) at the horizontally symmetric spot of (1) would make a better balance imo.
Not a bad map, but I feel several objects being just randomly placed. Take 00:59:153 (1,2,3,4) for example. Every objects are having a different spacing. Could work maybe. Then see what kind of pattern are these notes forming, and think which part of the song is each spacing trying to emphasize. Also ask the same question for 01:09:653 (1,2,3,4,5,6), and many other existing objects in this diff. I don't feel this is a well made difficulty in that aspect.

Popping over some concerns on the highest diff.
Akiyama Mizuki

Sonnyc wrote:

-- Why is the highest diff's name 420 Style? I assume that it's because the map is 4.20*, but let me know if there are other reasons that I do not know.
because it's meme
420 smoke weed everyday
Topic Starter
Rad-
Yay finally this is out of my pendings! Been there for 6 months occupying one of my possible beatmap uploads, but time to ungrave it again for the mod.

Sonnyc wrote:

All diffs (except 420).
01:30:154 (1) - I can't see why objects are starting at this point while the actual vocals and a stronger instrument appears at 01:30:320. Maybe it's possible for spinners, but especially the slider selection of Bakari's Easy wasn't really nice along the song. Changed only on Easy then

Easy.
01:13:988 (1) - Although I understand there is a 2/1 interval for players to move to the this object, the current spacing feels a little bit too far. Flipped vertically to its closer

Hard.
00:51:654 (1,2,3) - Even this pattern being readable enough, I do feel that such jump in this section wasn't appropriate along this part of the song. I disagree with this one, but i did just a tiny adjustment on slider 2

420.
-- Why is the highest diff's name 420 Style? I assume that it's because the map is 4.20*, but let me know if there are other reasons that I do not know. bbj just explained that B)
-- I can see a speed down has been made around from 00:36:654, and you've also used some close spacings. Cool, but some objects such as 00:37:153 (2) - 00:40:820 (1) - 00:43:486 (2) - 00:54:320 (6,7,8,9) - felt too close to the extent of forming an overlap with the surrounding objects. Since there are several other objects that didn't formed such overlaps, I'd recommend you getting those overlaps avoided. fixed
00:24:986 (6) - Consider adding a new combo. The combo went a little long here, and seperating it with a new combo will also represent the jumps here more effectively. fixed
00:35:153 (5,1,2) - The transition towards 1/3 didn't felt nice since it was being done with a note while having an uneven spacing. I think its fine as it is
00:43:653 (3,4) - Previously, you spaced 1/3 rhythms with a 1.00x spacing such as 00:38:209 (2,3). Having such inconsistency didn't felt nice. fixed
01:29:486 (3) - Since (2,4,5,6) are some what in a symmetric formation of themselves, placing (3) at the horizontally symmetric spot of (1) would make a better balance imo. Alright i fixed it
Not a bad map, but I feel several objects being just randomly placed. Take 00:59:153 (1,2,3,4) for example. Every objects are having a different spacing. Could work maybe. Then see what kind of pattern are these notes forming, and think which part of the song is each spacing trying to emphasize. Also ask the same question for 01:09:653 (1,2,3,4,5,6), and many other existing objects in this diff. I don't feel this is a well made difficulty in that aspect. Every single object in jumps and all were carefully placed, it wasnt placed randomly, both because i had the objective to keep it 4.20 stars and also because i playtest it alot and try to make it as smooth as possible for gameplay, which means as it is now is fine

Popping over some concerns on the highest diff.
Thanks for your help!
zGODSLAYERz
ok...
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