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League of Legends - Bit Rush

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Bara-
A bit late (read as: Wayyyy to late)

[General]
• Unused hitsounds:
{drum-hitnormal.wav}

• The following hitsounds not proper blank (0 - 5 ms lenght):
{soft-sliderslide2.wav} {soft-sliderslide.wav}

Easy:
• Inherit (green) timing line is unsnapped:
02:22:379 {142379}

Hard:
• Object is unsnapped:
01:48:233 {108233} Circle
01:52:939 {112939} Circle
01:53:527 {113527} Circle
02:00:880 {120880} Slider start
02:01:027 {121027} Slider edge
02:03:233 {123233} Slider start
02:03:380 {123380} Slider edge

Insane:
• Object is unsnapped:
00:05:733 {5733} Circle
00:21:027 {21027} Circle
01:03:380 {63380} Circle
02:13:233 {133233} Slider start
02:13:380 {133380} Slider edge

Rush:
• Object is unsnapped:
00:05:733 {5733} Circle
00:20:733 {20733} Circle
00:20:880 {20880} Circle
00:21:027 {21027} Circle
01:25:586 {85586} Circle
01:30:439 {90439} Circle
02:00:880 {120880} Circle

[Easy]
  1. 00:16:467 (2,2) - Quite a bad looking overlap. Consider stacking them, as it's currently quite confusing for beginners
  2. 01:47:055 (1,1,1,1,1,1,1,1,1) - This part must be evenly spaced, as it's easy! No changes in DS just for aesthetics. DS is really important!
Great diff!

[Normal]
Quite many incorrect stacks. Please look for all stacks, and correct them where possible!
  1. 00:12:938 (1) - Too soon after a spinner. There should be ±2 beats between spinner and next object in normal. I know it's low BPM, but it's still under the limit (750 ms)
  2. 01:18:526 (5,1,2,1,2,3) - Distance! As the next note is already visible after the previous one needs to be hit, there must be an even spacing between objects
Good diff, just needs more polishing

[Hard]
  1. 00:14:996 (4) - Why is there a jump? Nothing in the music justifies it, Ctrl G
  2. 00:18:820 (1) - Quite confusing spacing. Why not move (1) so it's a blanket with the previous slider?
  3. 00:44:114 (2,1) - Please don't overlap, it looks rather sloppy
This reminds me of Gero and Krisom, I like it

Will finish other diffs later
Topic Starter
[ owo]

Baraatje123 wrote:

A bit late (read as: Wayyyy to late)

[General]
• Unused hitsounds:
{drum-hitnormal.wav}

• The following hitsounds not proper blank (0 - 5 ms lenght):
{soft-sliderslide2.wav} {soft-sliderslide.wav}

Easy:
• Inherit (green) timing line is unsnapped:
02:22:379 {142379}

Hard:
• Object is unsnapped:
01:48:233 {108233} Circle
01:52:939 {112939} Circle
01:53:527 {113527} Circle
02:00:880 {120880} Slider start
02:01:027 {121027} Slider edge
02:03:233 {123233} Slider start
02:03:380 {123380} Slider edge

Insane:
• Object is unsnapped:
00:05:733 {5733} Circle
00:21:027 {21027} Circle
01:03:380 {63380} Circle
02:13:233 {133233} Slider start
02:13:380 {133380} Slider edge

Rush:
• Object is unsnapped:
00:05:733 {5733} Circle
00:20:733 {20733} Circle
00:20:880 {20880} Circle
00:21:027 {21027} Circle
01:25:586 {85586} Circle
01:30:439 {90439} Circle
02:00:880 {120880} Circle

All fixed

[Easy]
  1. 00:16:467 (2,2) - Quite a bad looking overlap. Consider stacking them, as it's currently quite confusing for beginners k fixed
  2. 01:47:055 (1,1,1,1,1,1,1,1,1) - This part must be evenly spaced, as it's easy! No changes in DS just for aesthetics. DS is really important! fixed
Great diff!

[Normal]
Quite many incorrect stacks. Please look for all stacks, and correct them where possible! IDK WHAT YOU MEAN :<
  1. 00:12:938 (1) - Too soon after a spinner. There should be ±2 beats between spinner and next object in normal. I know it's low BPM, but it's still under the limit (750 ms) I'll fix soon
  2. 01:18:526 (5,1,2,1,2,3) - Distance! As the next note is already visible after the previous one needs to be hit, there must be an even spacing between objects With current DS, the objects will go outa screen or just look weird. So no fix (yet)
Good diff, just needs more polishing

[Hard]
  1. 00:14:996 (4) - Why is there a jump? Nothing in the music justifies it, Ctrl G sure, why not
  2. 00:18:820 (1) - Quite confusing spacing. Why not move (1) so it's a blanket with the previous slider? ooohh, they'd better get used to it because there's more where that came from :P
  3. 00:44:114 (2,1) - Please don't overlap, it looks rather sloppy k fixed
This reminds me of Gero and Krisom, I like it

Will finish other diffs later
Thanks so much for coming back to mod this! Sorry for bothering you so much xP
Kyouren
Hi~ from my queue!

Here the screenshot:

About map:
Well, i like your style but i think you not ready to bubble this map because some note has ignored (i can't give you about time drain because i use via IRC) and you need like some mod (maybe 2 or 4 again).

Good luck~

Wait, metadata ia wrong: (I agree Lumael)

Artist: RiotGames (but i not sure, you can ask Lanturn or Bakari about this!)
Source: League of Legends
Tags: add "Login Screen Loop LoginScreenLoop" because this song used for login League of Legends

Here the website:

http://boards.na.leagueoflegends.com/en ... nto-tetris

https://www.youtube.com/watch?v=V19UCjIj27k

No Kudosu and good luck~
Topic Starter
[ owo]
Thanks for the test!
Tags added, but not changing the artist just yet...
The mp3 straight from rito's download page gives me this metadata:
Kyouren

[ owo] wrote:

Thanks for the test!
Tags added, but not changing the artist just yet...
The mp3 straight from rito's download page gives me this metadata:
Ah, I see~ :3 but Always add Leagues of Legends in source~
Peachtrees
quick mod

EZ

01:12:644 (2) - mapping the red ticks here when both of the surrounding white ticks are strong is pretty meh I think :/ something like https://osu.ppy.sh/ss/3768558 for a possible rythm would be more fitting
01:18:232 (4) - consider making this a 1/2 slider to catch the sound on the red tick. Would more accurately follow the song without making the whole thing too hard
01:28:232 (1,2,3,1,2,1,2,3,1,2,3,4,1) - I don't really agree with the rythm this section employs. The strong claps are being either put on repeats or just completely ignored for the red tick which I don't think are strong enough here to warrant doing this. Something like https://osu.ppy.sh/ss/3768578 would be one possibly alternative
01:57:644 (1) - remove NC
02:05:879 (3) - y just ignore this

NM

00:10:585 (1,1) - I THINK that a Normal needs atleast 2 white ticks of recovery time after a spinner
00:24:261 (6) - having this cover the red tick when the sound on the blue ticks here is audibly weaker does not make whole lot of sense :/ try https://osu.ppy.sh/ss/3768626 instead
00:46:467 (2) - consider making this a 1/1 with a circle on the white tick, having the finish clickable would be noice
01:29:408 (3) - huh? why just ignore this one
02:05:585 (4) - consider starting a 1/2 on this with a circle on the downbeat. Would allow you to catch the sound on the blue tick but make it less awkward to hit for the player since now the sound on the red tick is being mapped to, which I think is the sound that the player might try and hit 2 and imo I just think that the sound landing on the downbeat is way too strong to simply be ignored

HD

00:09:849 (2,3,4) - try https://osu.ppy.sh/ss/3768750 for a more fitting rythm. Skipping the white tick here when it is as strong as the previous blue tick, which I think is nice to have clickable just like you did, is meh
00:28:085 (2) - reaaallly don't think that skipping this white tick is a good idea, something like https://osu.ppy.sh/ss/3768773 would be more fitting
00:30:438 (2) - ^^^ though I feel even stronger about this one since this one is so high pitched that it stands out even more ><
01:04:114 (1) - no NC needed
01:06:173 (2) - I really think that the player would want to have this one clickable, especially since there is nothing in the song that would indicate or justify skipping this
01:56:467 (1,2,3,4) - questionable speed-up I think. Not only is the rythm here pretty dense when compared to the previous section, it's also very hard to tell that this 01:56:761 (3,4) - is a 1/2 and not 1/4. Something like https://osu.ppy.sh/ss/3768840 (did not work this out competely, it's just to give you an idea of how it could look like) would work better I think
02:05:879 (4) - again, would NOT ignore this :/ having the gap start after having the player click on this would be much more fitting

o and it says Tags for this are messed up so I'd fix that

will end mod right here, Good Luck!
Topic Starter
[ owo]

Peachtrees wrote:

quick mod

EZ

01:12:644 (2) - mapping the red ticks here when both of the surrounding white ticks are strong is pretty meh I think :/
I dont plan on emphasizing that rhythm; the rhythm i want to bring out is at 01:12:349 01:12:644 and 01:13:820
01:18:232 (4) - consider making this a 1/2 slider to catch the sound on the red tick. Would more accurately follow the song without making the whole thing too hard It doesn't do 01:18:526 justice to have it mapped by a slider tail, so for now no change
01:28:232 (1,2,3,1,2,1,2,3,1,2,3,4,1) - I don't really agree with the rythm this section employs. The strong claps are being either put on repeats or just completely ignored for the red tick which I don't think are strong enough here to warrant doing this. Something like https://osu.ppy.sh/ss/3768578 would be one possibly alternative changed
01:57:644 (1) - remove NC y u gotta go around ruining my color hax? :< I can only shift color polarity using yellow to greensssss and it looks ugly with anything else...
02:05:879 (3) - y just ignore this mapped

NM

00:10:585 (1,1) - I THINK that a Normal needs atleast 2 white ticks of recovery time after a spinner i purposely looked at a couple ranked normals this year to make sure that other ranked maps DO have recovery times like this
00:24:261 (6) - having this cover the red tick when the sound on the blue ticks here is audibly weaker does not make whole lot of sense :/ try https://osu.ppy.sh/ss/3768626 instead the red tick has nothing on it while the blue ticks have things i want. A 1/1 slider on the white tick here makes even less sense to me color]
00:46:467 (2) - consider making this a 1/1 with a circle on the white tick, having the finish clickable would be noice
01:29:408 (3) - huh? why just ignore this one remappppepddd
02:05:585 (4) - consider starting a 1/2 on this with a circle on the downbeat. Would allow you to catch the sound on the blue tick but make it less awkward to hit for the player since now the sound on the red tick is being mapped to, which I think is the sound that the player might try and hit 2 and imo I just think that the sound landing on the downbeat is way too strong to simply be ignored nothing exists on 02:05:585 except a background drum stream, so i dont plan on adding anything here

HD

00:09:849 (2,3,4) - try https://osu.ppy.sh/ss/3768750 for a more fitting rythm. Skipping the white tick here when it is as strong as the previous blue tick, which I think is nice to have clickable just like you did, is meh my variations are primarily for including rhythmic diversity in all difficulties, so that each one "feels different". Here, I purposely followed the base, so when it stopped, theres no hitsounds and no more clicking, tho the slider is still there
00:28:085 (2) - reaaallly don't think that skipping this white tick is a good idea, something like https://osu.ppy.sh/ss/3768773 would be more fitting back to my argument about expression
00:30:438 (2) - ^^^ though I feel even stronger about this one since this one is so high pitched that it stands out even more >< xD back to the diversity thing. this difficulty was mainly about following the drum/bass sample. If you want to see the chiptune part get mapped, the extra has plenty of that :>
01:04:114 (1) - no NC needed color haxing purposes. geez, no one uses the actual colors i gib dem deez days
01:06:173 (2) - I really think that the player would want to have this one clickable, especially since there is nothing in the song that would indicate or justify skipping this but the drumsssssss
01:56:467 (1,2,3,4) - questionable speed-up I think. Not only is the rythm here pretty dense when compared to the previous section, it's also very hard to tell that this 01:56:761 (3,4) - is a 1/2 and not 1/4. Something like https://osu.ppy.sh/ss/3768840 (did not work this out competely, it's just to give you an idea of how it could look like) would work better I think remapped so the 1/2 is more obvious, but im not planning on changing density.
02:05:879 (4) - again, would NOT ignore this :/ having the gap start after having the player click on this would be much more fitting but its on purpose :

o and it says Tags for this are messed up so I'd fix that

will end mod right here, Good Luck!
thanks for the mod!
KASUM1
Hello~! from my queue

sorry for the delay!

[Easy]
00:01:761 (2) - I think this slider's going down so the beginners gonna predict the next object is down 00:03:526 (1) - this one is on the right of it :(
00:31:761 (1) - ^^
00:55:291 (1) - ^

[Normal]
00:14:555 (4) - this slider ends on a strong beat it would be good if the slider end is clickable
00:15:291 (1) - ^
00:17:644 (1) - ^
00:19:261 (4) - ^ I can't mention anymore you know what to do
00:44:408 (3) - this is just breaking the flow because 00:43:820 (2) - is pointing up
02:03:526 (1) - 1 tick longer sounds good

[Hard]
00:18:967 (2) - ends on strong beat
01:24:849 (2) - ^ these too 01:25:879 (1,2) -

well other diffs are fine
good mapset and good luck!
Topic Starter
[ owo]

KASUM1 wrote:

Hello~! from my queue

sorry for the delay!

[Easy]
00:01:761 (2) - I think this slider's going down so the beginners gonna predict the next object is down 00:03:526 (1) - this one is on the right of it :( fine fixed
00:31:761 (1) - ^^ fineeee
00:55:291 (1) - ^ arggggh

[Normal]
00:14:555 (4) - this slider ends on a strong beat it would be good if the slider end is clickable i changed the later one for rhythmic diversity
00:15:291 (1) - ^ nah, these two should be fine imo
00:17:644 (1) - ^
00:19:261 (4) - ^ I can't mention anymore you know what to do changed
00:44:408 (3) - this is just breaking the flow because 00:43:820 (2) - is pointing up i had beginners test it out and they didnt break there
02:03:526 (1) - 1 tick longer sounds good i put it there on purpose :x i think it plays well for the diff, especially looking at the others

[Hard]
00:18:967 (2) - ends on strong beat changed
01:24:849 (2) - ^ these too 01:25:879 (1,2) - purposely to decrease note density

well other diffs are fine
good mapset and good luck!
Sorry for the late reply... busybusybusy ><
Thanks again for the mod!
osu angel
i love this map and while i can't complete insane and rush i will say the approach rate could be at 7.5 for hard mode but that's just my opinion good luck and hope this gets ranked ^_^.
Topic Starter
[ owo]

osu angel wrote:

i love this map and while i can't complete insane and rush i will say the approach rate could be at 7.5 for hard mode but that's just my opinion good luck and hope this gets ranked ^_^.
Thanks for the suggestion! I will consider.
VEZOK_old
we need more lol-maps :D


good job on the map bro, though i would like to see at least some !!8bit-templates!!

+ a storyboard would help to make it look less dull


u can always contact me for help with those 8-)
mr tribble
Hullo :3
Over all I really could not find anything major wrong with your map set, I really like it :D

Easy:
I would set the ds to 1 just because it is an easy. but 1.1 is ok i guess
02:15:291 (1,2,3,4,1,2,3,4,1,2,3,4) - since this is an easy I would just replace a couple of them with sliders.

Normal:
00:20:879 (2,3) - Not that there is anything wrong with what you did but i would make this a repeating slider instead. Just personal preference

Hard:
00:37:055 (2,3) - these seem a little far apart in comparison to the rest of the sliders
00:37:644 (3,4) - 00:38:232 (4,1) - ^

Insane:
00:43:232 (2,3,4) - This would make a nice triangle :3

Rush:
01:37:644 (1,1,2,1,2,1,2,1,2,1) - I mean, this is fine, it fits the music, but i would like to see it more varied than this
01:42:349 (1,1,2,1,2,1,2,1,2,1) - ^

sorry I could not be more helpful, it is really good :D
Rana_OS
AWESOME!!!
Topic Starter
[ owo]

mr tribble wrote:

Hullo :3
Over all I really could not find anything major wrong with your map set, I really like it :D

Easy:
I would set the ds to 1 just because it is an easy. but 1.1 is ok i guess
02:15:291 (1,2,3,4,1,2,3,4,1,2,3,4) - since this is an easy I would just replace a couple of them with sliders. I'll see what I can do!

Normal:
00:20:879 (2,3) - Not that there is anything wrong with what you did but i would make this a repeating slider instead. Just personal preference hm, I wanted to emphasize the white and red ticks on purpose. no change

Hard:
00:37:055 (2,3) - these seem a little far apart in comparison to the rest of the sliders increase intensity >> increase ds
00:37:644 (3,4) - 00:38:232 (4,1) - ^ same

Insane:
00:43:232 (2,3,4) - This would make a nice triangle :3 i agree, so changed

Rush:
01:37:644 (1,1,2,1,2,1,2,1,2,1) - I mean, this is fine, it fits the music, but i would like to see it more varied than this on purpose, so no change
01:42:349 (1,1,2,1,2,1,2,1,2,1) - ^ same

sorry I could not be more helpful, it is really good :D
Thanks for the mod! good luck in the future =w=b
CronoFalcon
grandioso beatmap, esta muy bien mapeado y es divertidoo! , apruebenlooo!! :D
Lasse
m4m reply

[general]
shouldnt the artist be "Riot Games" or sth? I can't really find a source for metadata though
pretty sure having the skin in a seperate folder in the map isn't rankable. either put it in the song folder or remove it and add an external DL link?
hitsound files are fine and have no noticeable delay
I think you could increase od of your diffs a little, like using ~8.5 for extra since it's mostly singletap and simple rhythm 8 seems a bit low
00:10:585 (1) - you could add some volume changes to this spinner to make it transition nicely into the next part, maybe start from ~25% until 60%

[Rush]
00:05:879 (1,4) - I'd move them a bit to make the linear flow nicer ~330|340 so 00:05:879 (1) - leads better into 00:06:173 (2) -
00:06:908 (5,1) - I get the triangle structure here, but spacing seems just so low for how strong 1 is. you could stack 00:06:908 (5) - on either 00:07:349 (2) - or 00:08:085 (6) - to keep the structure but get a jump to 1
00:09:702 (2,3,2,3) - moving both of those way more right like http://i.imgur.com/nvkEkZr.jpg plays so much nicer because it works better with the circular movement from 00:08:967 (4,5,1) -
00:16:173 (4,1) - spacing here is really low again, how about ctrlg on 00:16:173 (4) - ?
00:29:996 (1,1,1) - gradually incresing sv (like 1.1, 1.2x etc) would work so well with how the pitch gets higher, 01:15:879 (1) - same here
00:55:291 (1) - making this edge-based instead of curved would look so much better with 00:54:702 (5) -
00:57:055 (3) - def too low spacing for clap after slider etc.
01:18:673 (3,1) - rip triple : (
01:40:144 (1) - this is weird 01:40:291 - has a way stronger sound than the head. sth like http://i.imgur.com/v5DTYl0.jpg works better (or make 1-2 a slider if you want) // 01:44:849 (1) - too
02:05:879 - should still be clickable

woah this is actually pretty clean
don't particularly agree with some spacing choices but you could argue most work well with the patterns/structure, so nice job on that

[insane]
00:05:585 (5,6) - ctrlg to make it consistent with 00:04:996 (2,3) - , music is so similar that it fits better that way
00:24:702 (1,2,3,1,2,3,4) - bleu tick polarity feels kinda off. I doesn't follow the synth that well and puts claps on sliderends
other rhythms around this are better // 01:11:761 (1,2,3,1,2,3,4) - similar // 02:08:232 (1) -
01:02:055 - would work so much better if clickable cause the sound is so differen from the ticks before
01:09:408 (1) - finish really demands more spacing
01:44:849 - like extra
01:55:144 (3,2) - can you make them not touch ;_;

seems decent besides some polarity issues

[hard]
00:06:908 (4) - feels so weird cause tail is stronger and it doesnt follow any held sound
00:09:408 (1) - bit questionable rhythm http://i.imgur.com/eQa9Zif.jpg or similar works better
00:14:114 (1) - even if it is for the pattern, jump seems too big here. how about stacking on 00:13:526 (2) - tail instead?
01:03:526 (1,1) - those 2x repeats are so unexpected ;_; and 01:03:526 (1) - would work much better just as one long slider or sth with how weak the ticks are and 01:04:114 (1) - is weird cause you never mapepd it like this anywhere before // 02:24:702 (1,2) - here they actually fit
01:15:144 (4,3) - could be problematic with this ar cause the hitburst of 4 covers the reverse so much. just rotate the tail somewhere else

[normal]
01:29:702 (4,1) - big spacing error here makes this easy to misread as 1/4 or something#
01:18:820 (1,2,1,2) - gap between those is most likely not big enough to allow such a ds change on normal. just using 1.1 would be much more readable for new players

[easy]
sv gap to normal is kinda big, but might be fine considering it's basically a half bpm map so the difference is closer to actual 0.4x than 0.8x
just your 1/2 sliders get so short ; \
readability and rhythm seemed fine

gl
Topic Starter
[ owo]

Lasse wrote:

m4m reply

[general]
shouldnt the artist be "Riot Games" or sth? I can't really find a source for metadata though I searched everywhere but could not find more "correct" meta data T-T
pretty sure having the skin in a seperate folder in the map isn't rankable. either put it in the song folder or remove it and add an external DL link?
hitsound files are fine and have no noticeable delay I'll plan on uploading it separately and putting a link or smth
I think you could increase od of your diffs a little, like using ~8.5 for extra since it's mostly singletap and simple rhythm 8 seems a bit low I'll consider it
00:10:585 (1) - you could add some volume changes to this spinner to make it transition nicely into the next part, maybe start from ~25% until 60%
Good idea!

[Rush]
00:05:879 (1,4) - I'd move them a bit to make the linear flow nicer ~330|340 so 00:05:879 (1) - leads better into 00:06:173 (2) - I couldn't find a way to improve this without making things "meh", so I kept this
00:06:908 (5,1) - I get the triangle structure here, but spacing seems just so low for how strong 1 is. you could stack 00:06:908 (5) - on either 00:07:349 (2) - or 00:08:085 (6) - to keep the structure but get a jump to 1 Personally, I wasn't trying to emphasize 1, instead trying to highlight the synth continuous melody through close ds
00:09:702 (2,3,2,3) - moving both of those way more right like http://i.imgur.com/nvkEkZr.jpg plays so much nicer because it works better with the circular movement from 00:08:967 (4,5,1) - I like this- changed
00:16:173 (4,1) - spacing here is really low again, how about ctrlg on 00:16:173 (4) - ? Again, I was not trying to emphaizae this beat, so no change
00:29:996 (1,1,1) - gradually incresing sv (like 1.1, 1.2x etc) would work so well with how the pitch gets higher, 01:15:879 (1) - same here Good suggestion! Changed accordingly
00:55:291 (1) - making this edge-based instead of curved would look so much better with 00:54:702 (5) - Really does look better now, but now I'm a bit worried about flow... whatever
00:57:055 (3) - def too low spacing for clap after slider etc. remapped with a new pattern
01:18:673 (3,1) - rip triple : ( D': I can't hear the triple
01:40:144 (1) - this is weird 01:40:291 - has a way stronger sound than the head. sth like http://i.imgur.com/v5DTYl0.jpg works better (or make 1-2 a slider if you want) // 01:44:849 (1) - too I see what you mean and I remapped a bit
02:05:879 - should still be clickable This was on purpose, but lets see what other modders have to say

woah this is actually pretty clean Thanks! ^^
don't particularly agree with some spacing choices but you could argue most work well with the patterns/structure, so nice job on that

[insane]
00:05:585 (5,6) - ctrlg to make it consistent with 00:04:996 (2,3) - , music is so similar that it fits better that way This was done on purpose because the music tones reverse, and because it leads into 00:05:879 (1) melodically
00:24:702 (1,2,3,1,2,3,4) - bleu tick polarity feels kinda off. I doesn't follow the synth that well and puts claps on sliderends Oh but this was done on purpose ;)
other rhythms around this are better // 01:11:761 (1,2,3,1,2,3,4) - similar // 02:08:232 (1) -
01:02:055 - would work so much better if clickable cause the sound is so differen from the ticks before I agree and remapped
01:09:408 (1) - finish really demands more spacing
01:44:849 - like extra I prefer to keep it this way for this diff, but changed in Extra
01:55:144 (3,2) - can you make them not touch ;_; Oh shoot, didn't realize that they were o_o;;

seems decent besides some polarity issues

[hard]
00:06:908 (4) - feels so weird cause tail is stronger and it doesnt follow any held sound I'm following the bass here
00:09:408 (1) - bit questionable rhythm http://i.imgur.com/eQa9Zif.jpg or similar works better In this diff, I'm specifically not following the background 1/4 rhythm
00:14:114 (1) - even if it is for the pattern, jump seems too big here. how about stacking on 00:13:526 (2) - tail instead? Persoanlly, I don't think these jumps are too big for hard, but time will tell
01:03:526 (1,1) - those 2x repeats are so unexpected ;_; and 01:03:526 (1) - would work much better just as one long slider or sth with how weak the ticks are and 01:04:114 (1) - is weird cause you never mapepd it like this anywhere before // 02:24:702 (1,2) - here they actually fit Remapped
01:15:144 (4,3) - could be problematic with this ar cause the hitburst of 4 covers the reverse so much. just rotate the tail somewhere else Remapped

[normal]
01:29:702 (4,1) - big spacing error here makes this easy to misread as 1/4 or something# whoooops
01:18:820 (1,2,1,2) - gap between those is most likely not big enough to allow such a ds change on normal. just using 1.1 would be much more readable for new players fixed

[easy]
sv gap to normal is kinda big, but might be fine considering it's basically a half bpm map so the difference is closer to actual 0.4x than 0.8x
just your 1/2 sliders get so short ; \
readability and rhythm seemed fine

gl
Thanks a lot for the mod!
Asfand
hei fra min kø. A bit late but MEH


[General]
I think you've stayed quite consistent with your style in the final difficulty, even though it isn't my type of map I think whatever you've done is done well and stays consistent. I'll make a few personal comments that you can decide whether you like/agree or not. If you're pushing this for ranked I can comment a bit about your lower difficulties

[Easy]
You need to keep the DS the same throughout the easy diffictulty. You are swapping a bit between 1x and 1.1x
  1. 00:15:291 (1,2,1,2,1) - everything here is 1x DS.
  2. 00:22:349 (1,2) - 1x DS
[Rush]
  1. 00:02:349 (1) - I feel like you're not highlighting this note at all. The DS is the same as the previous 00:02:055 (7,8) - . I've seen that you put the extra DS to each whistle, but even if this isn't a whistle its still a stronger note that 7 and 8 and warrants some more space.
  2. 00:07:644 (4) - this is inconsistent with the rest of the whistles as the DS has remained the same, while on things such as 00:01:761 (6) - and 00:02:938 (4) - etc have a bigger spacing.
  3. 01:34:702 (5,6) - this flow is very iffy. I think if you want that sudden movement up you might have to straighten the 5 slider (with red slider points or have it straight) to show the sharp movement. I also think it gives too much emphasis on 6 which isn't warranted

Sorry for the delay again. Honestly, I'd try to get a BN soon for this mapset it looks pretty ready, very nitpicky things that I've mentioned. Good luck
Topic Starter
[ owo]

regN wrote:

hei fra min kø. A bit late but MEH


[General]
I think you've stayed quite consistent with your style in the final difficulty, even though it isn't my type of map I think whatever you've done is done well and stays consistent. I'll make a few personal comments that you can decide whether you like/agree or not. If you're pushing this for ranked I can comment a bit about your lower difficulties

[Easy]
You need to keep the DS the same throughout the easy diffictulty. You are swapping a bit between 1x and 1.1x
  1. 00:15:291 (1,2,1,2,1) - everything here is 1x DS.
  2. 00:22:349 (1,2) - 1x DS
All fixed... whooooops!

[Rush]
  1. 00:02:349 (1) - I feel like you're not highlighting this note at all. The DS is the same as the previous 00:02:055 (7,8) - . I've seen that you put the extra DS to each whistle, but even if this isn't a whistle its still a stronger note that 7 and 8 and warrants some more space. Your argument has merit, but I can't find a way to make this work without breaking my other patterns :(
  2. 00:07:644 (4) - this is inconsistent with the rest of the whistles as the DS has remained the same, while on things such as 00:01:761 (6) - and 00:02:938 (4) - etc have a bigger spacing. Same here ;-;
  3. 01:34:702 (5,6) - this flow is very iffy. I think if you want that sudden movement up you might have to straighten the 5 slider (with red slider points or have it straight) to show the sharp movement. I also think it gives too much emphasis on 6 which isn't warranted I personally enjoy this flow, but this is subject to change based on future mods.

Sorry for the delay again. Honestly, I'd try to get a BN soon for this mapset it looks pretty ready, very nitpicky things that I've mentioned. Good luck
Don't worry about the delay and thanks so much for the mod!
Lanturn
League of Legends - Bit Rush

[Easy]
I'd recommend using 2 measures per NC so the combos get to around 4-5 instead of 2-3.
  1. 00:09:996 (3) - You could delete this since the crash sound goes completely blank here. What it would do is emphasize on 00:10:585 (1) - more, while also giving a bit more variety in spacing. You'll have to adjust for DS and such though.
  2. 00:59:996 (1) - Try throwing just a reverse on this. I feel like if you try to catch the offbeat rhythm instead of following the main melody, or the drums, you'll catch more players off guard. Also the music is pretty slow at this point, so even 3/2 sliders would be most effective at this point. It would only really be for these first two measures. Also you missed a combo here, unless you use 1 per 2 measures like I suggeseted.
  3. 01:14:114 (1,2) - For this you follow two different sounds. What you want to be following plays at 01:15:585 - So you'd want to move this 1/2 forward starting at 01:15:585 - If you feel 01:15:585 - is a bit rough to hit, then maybe just a reverse on 01:14:114 (1) - would fit better since it'll naturally carry you into the snare.
  4. 01:29:996 (4) - Just a circle? Don't want this to be too 1/2 heavy.
  5. 01:34:702 (4) - ^
  6. 01:37:055 (4) - ^
  7. 02:02:349 (3,1) - This feels.. a bit lazy imo. Idk. I don't really have any suggestions, but yeah...
  8. 02:22:349 (1) - Try making the bounce points at 02:22:644 - and 02:23:232 - so they're all even! It fits perfectly with the song.
[Normal]
  1. 00:16:467 (3) - Pretty big sound playing at 00:16:908 - Maybe extend this?
  2. 00:31:761 - This feels like it could be slowed to a 0.9 or 0.8 even. I know its a normal.. but it feels way too fast during this slow section.
  3. 00:45:144 (5) - That tail really wants to be a clickable. You should probably split these and make a 1/2 slider at 00:45:291 - (delete (6))
  4. 01:22:202 (2,3) - Nothing supports 01:22:496 - and 01:23:085 - so it's a bit forced. It sounds cool otherwise. For the song though, I'd remove the reverses.
  5. 01:24:702 (2) - This single note will kill everyone because of the rhythm change here. If you want, throw a reverse on the (1).. or you can just let the poor players suffer :D
  6. 01:29:261 (3) - 1/4 shorter to catch the drums properly?
  7. 02:05:144 (3) - I definitely wouldn't put the reverse on this. It makes 02:05:732 (4) - only playable with polarity, and the offbeat and low sounds from it will destroy it anyways. You'd almost want to add a reverse 1/4 at 02:05:585 - instead or something if you want to play with polarity here.
  8. 02:15:291 (1) - again, maybe lower the SVM?
[Hard]
  1. 00:23:967 - pretty troll actually. This is basically a random gap that will catch players off guard. The main melody thing that's playing is actually louder here as well since it leads into the upcoming note. The ending of this diff is pretty difficult anyways, and it has no breaks in it.
  2. 01:04:114 (1) - can remove this NC.
  3. 00:43:232 (2) - Two circles is much more effective. If players can't tap this 200 bpm, then they can easily alternate through it. If you want, just stack them on 00:43:526 (1) -
  4. 00:44:555 (1) - Not the best idea for a jump. You come off of 00:43:526 (1,2) - which was 1/2s and immediately go into these offbeat sliders.
  5. 00:47:791 (2) - is a bit dangerous as well. The head isn't really supported that deeply by the song, where as the tail has a much more defined beat to play.
  6. 01:25:879 (1,2) - would make good blankets around the 01:26:908 (1) -
  7. 01:32:349 (3) - Is this meant to be perfectly vertical? It's off a bit if it is.
  8. 01:55:585 (1) - Try a 1/1 circular slider here instead. The repeat doesn't really hit anything in the music.
  9. 01:56:467 (1,2,1,2) - Try swapping the 1's and 2's here so the gap between 01:57:055 (4,1) - is further apart.
  10. Damn, that's quite a tough ending you got there... Compare the note density with your other diffs... This might be a bit too much for a hard imo... You should really put in a few more 1/2 sliders in and such if possible.
[Insane]
  1. 00:12:938 (1) - Very minor nitpick, but you could move the red node in the middle to like 166,219 or something and make it blanket the 00:13:379 (2) - slightly better.
  2. 00:25:144 (2,3,1,2,3,4) - That's a lot of offbeat in a row. Are you sure? 00:25:879 - for example should be dominant in this case.
  3. 00:30:438 (5) - and here on the reverse?
  4. 00:41:173 - like you have in Rush. A circle would fit just fine here.
  5. 00:56:271 - This sounds like 1/6 here.
  6. 01:14:996 (1,2,3,4) - This is definitely 1/6.
  7. 01:19:261 (2) - would make more sense at 01:20:438 - like how you did 01:28:232 (1,2) -
  8. 02:02:129 (5,6,7) - Definitely 1/6 again.
[Rush]
  1. 00:56:173 (4,5,6,7,1) - Double check this for 1/6 as well.
  2. 01:14:996 (1,2,3,4) - This is definitely 1/6.
  3. 02:02:129 (5,6,7) - Definitely 1/6 again.
  4. 00:21:173 (1,2,3,4) - maybe space these out a bit larger so it builds up to 00:21:761 (1,2,3,4) - Otherwise 00:21:761 (1,2,3,4) - feels a bit forced after playing the previous patterns. If not, then maybe nerf 00:21:761 (1,2,3,4) - a little bit because they all sound exactly the same.
  5. 00:34:555 (2,3) - Try these two around x124 y200 so they flow a little smoother.
  6. 01:13:967 (4) - Jump should be from (4,5) not, (3,4) from the drum kicks.
  7. 01:15:217 (7) - Such an odd curve. If you want to curve this, I'd recommend curving the whole stream, not just that one note!
  8. 01:32:864 (7) - maybe remove? no sound here.
Cool patterns. Good luck getting this ranked ;) Have a pointless star.
Topic Starter
[ owo]

Lanturn wrote:

League of Legends - Bit Rush

[Easy]
I'd recommend using 2 measures per NC so the combos get to around 4-5 instead of 2-3. If I do that though, sometimes I have NC on every different note. I'll ask other modders
  1. 00:09:996 (3) - You could delete this since the crash sound goes completely blank here. What it would do is emphasize on 00:10:585 (1) - more, while also giving a bit more variety in spacing. You'll have to adjust for DS and such though. For now, no change, because the hitcircle itself has no hitsound for emphasis, but there is music there.
  2. 00:59:996 (1) - Try throwing just a reverse on this. I feel like if you try to catch the offbeat rhythm instead of following the main melody, or the drums, you'll catch more players off guard. Also the music is pretty slow at this point, so even 3/2 sliders would be most effective at this point. It would only really be for these first two measures. Also you missed a combo here, unless you use 1 per 2 measures like I suggeseted. It's not quite offbeat and will force me to use 1/4 rhythm to get the repeat in. Because I don't wanna throw 1/4 rhythm in easy, I'll think about it more.
  3. 01:14:114 (1,2) - For this you follow two different sounds. What you want to be following plays at 01:15:585 - So you'd want to move this 1/2 forward starting at 01:15:585 - If you feel 01:15:585 - is a bit rough to hit, then maybe just a reverse on 01:14:114 (1) - would fit better since it'll naturally carry you into the snare. I'm not sure what you mean, so I'll hit you up when you have better and more reliable connection to clarify.
  4. 01:29:996 (4) - Just a circle? Don't want this to be too 1/2 heavy. Sure
  5. 01:34:702 (4) - ^ These two feel more integral to the melody, so no remove
  6. 01:37:055 (4) - ^ ^
  7. 02:02:349 (3,1) - This feels.. a bit lazy imo. Idk. I don't really have any suggestions, but yeah... okeiiiii remappped
  8. 02:22:349 (1) - Try making the bounce points at 02:22:644 - and 02:23:232 - so they're all even! It fits perfectly with the song. done!
[Normal]
  1. 00:16:467 (3) - Pretty big sound playing at 00:16:908 - Maybe extend this? done
  2. 00:31:761 - This feels like it could be slowed to a 0.9 or 0.8 even. I know its a normal.. but it feels way too fast during this slow section. done
  3. 00:45:144 (5) - That tail really wants to be a clickable. You should probably split these and make a 1/2 slider at 00:45:291 - (delete (6)) I'll leave this be, cause I already used rhythm as such multiple times... ._.;;
  4. 01:22:202 (2,3) - Nothing supports 01:22:496 - and 01:23:085 - so it's a bit forced. It sounds cool otherwise. For the song though, I'd remove the reverses. can do and done
  5. 01:24:702 (2) - This single note will kill everyone because of the rhythm change here. If you want, throw a reverse on the (1).. or you can just let the poor players suffer :D Let them burn >:D
  6. 01:29:261 (3) - 1/4 shorter to catch the drums properly? I think I'm following bass here, so I'll keep slider how it is to bring out the bass at 01:29:555
  7. 02:05:144 (3) - I definitely wouldn't put the reverse on this. It makes 02:05:732 (4) - only playable with polarity, and the offbeat and low sounds from it will destroy it anyways. You'd almost want to add a reverse 1/4 at 02:05:585 - instead or something if you want to play with polarity here. Remapped to keep rhythm but observe polarity
  8. 02:15:291 (1) - again, maybe lower the SVM? Not this time, cause it just feels different :?
[Hard]
  1. 00:23:967 - pretty troll actually. This is basically a random gap that will catch players off guard. The main melody thing that's playing is actually louder here as well since it leads into the upcoming note. The ending of this diff is pretty difficult anyways, and it has no breaks in it. Remappppped
  2. 01:04:114 (1) - can remove this NC. NC vital for the aesthetics (blue -> green -> yellow combo color)
  3. 00:43:232 (2) - Two circles is much more effective. If players can't tap this 200 bpm, then they can easily alternate through it. If you want, just stack them on 00:43:526 (1) ok fine
  4. 00:44:555 (1) - Not the best idea for a jump. You come off of 00:43:526 (1,2) - which was 1/2s and immediately go into these offbeat sliders. ok
  5. 00:47:791 (2) - is a bit dangerous as well. The head isn't really supported that deeply by the song, where as the tail has a much more defined beat to play. done
  6. 01:25:879 (1,2) - would make good blankets around the 01:26:908 (1) - ok
  7. 01:32:349 (3) - Is this meant to be perfectly vertical? It's off a bit if it is. fixed
  8. 01:55:585 (1) - Try a 1/1 circular slider here instead. The repeat doesn't really hit anything in the music. done
  9. 01:56:467 (1,2,1,2) - Try swapping the 1's and 2's here so the gap between 01:57:055 (4,1) - is further apart. good idea
  10. Damn, that's quite a tough ending you got there... Compare the note density with your other diffs... This might be a bit too much for a hard imo... You should really put in a few more 1/2 sliders in and such if possible. I tweaked the very very end a bit, but I'll see how it works out.
[Insane]
  1. 00:12:938 (1) - Very minor nitpick, but you could move the red node in the middle to like 166,219 or something and make it blanket the 00:13:379 (2) - slightly better. fineeee
  2. 00:25:144 (2,3,1,2,3,4) - That's a lot of offbeat in a row. Are you sure? 00:25:879 - for example should be dominant in this case. I'm not budging :x
  3. 00:30:438 (5) - and here on the reverse? I also want to bring out the melody a bit
  4. 00:41:173 - like you have in Rush. A circle would fit just fine here. K
  5. 00:56:271 - This sounds like 1/6 here. All 1/6 stuff fixed and in Rush too
  6. 01:14:996 (1,2,3,4) - This is definitely 1/6.
  7. 01:19:261 (2) - would make more sense at 01:20:438 - like how you did 01:28:232 (1,2) - The latter I was following the bass, which reinforces the melody. The first, I'd rather not.
  8. 02:02:129 (5,6,7) - Definitely 1/6 again.
[Rush]
  1. 00:56:173 (4,5,6,7,1) - Double check this for 1/6 as well.
  2. 01:14:996 (1,2,3,4) - This is definitely 1/6.
  3. 02:02:129 (5,6,7) - Definitely 1/6 again.
  4. 00:21:173 (1,2,3,4) - maybe space these out a bit larger so it builds up to 00:21:761 (1,2,3,4) - Otherwise 00:21:761 (1,2,3,4) - feels a bit forced after playing the previous patterns. If not, then maybe nerf 00:21:761 (1,2,3,4) - a little bit because they all sound exactly the same.
  5. 00:34:555 (2,3) - Try these two around x124 y200 so they flow a little smoother. K
  6. 01:13:967 (4) - Jump should be from (4,5) not, (3,4) from the drum kicks. Remapped
  7. 01:15:217 (7) - Such an odd curve. If you want to curve this, I'd recommend curving the whole stream, not just that one note! Fixed
  8. 01:32:864 (7) - maybe remove? no sound here. ok
Cool patterns. Good luck getting this ranked ;) Have a pointless star.
Thanks so much for the mod!
Hylocereus
woooo league! have a random mod, hope it helps

Easy
I agree with the mod above: it's a little weird that most of your combos end on (2) or (3), and doing NC every two measures instead of every one would solve this.
  1. 00:38:820 (1) - Adjust the placement on this to be symmetrical with the last combo, would definitely look nicer I think
  2. 00:59:996 (1) - Personally I'd follow the drumline instead of the melody, since the rhythm is sort of wonky and doing stuff with 1/4 beats seems a little much for an Easy. Or you can use the rhythm you use a few measures later; that works pretty well :)
  3. 02:20:585 (2) - Move this so you're blanketed by the other (2) better? Something like x:320 y:237 (same as slider end of other (1)) would look nicer, but then you have to adjust (3), (4) to keep them in a straight line or do something else
Normal
  1. 00:08:820 (2) - I'd move this slightly left/up so that it's evenly spaced between the slider end and (5)
  2. 00:09:702 (3) - Maybe stick on a reverse? I really want something to do on that downbeat!
  3. 01:11:761 (1) - A little nitpicky, but maybe move this to be in line with (2), (3), (4)?
  4. 01:56:467 (1) - I really really like this part.
  5. 02:22:349 (1) - This is not quite symmetrical D:
Hard
I really like the rhythms you did in this diff!
  1. 00:23:967 (2) - This note caught me off-guard; the spacing difference between (2) and (3) isn't large enough to clearly signal a jump, but it's still easy to note that it's not the same as from (1) to (2). I'd change it so either the spacing is roughly equal or (2) to (3) has a distance of 2.2-2.4, which is what you used for your other jumps.
  2. 02:03:967 (2) - I'm not sure if going out of DS is good here; the rhythm you're mapping to is just a bunch of consecutive sixteenth notes, so it seems consistent spacing would make the most sense.
  3. 02:09:261 (4) and 02:09:849 (2) - These two notes look a little off to me; maybe move (4) a few ticks right and (2) a little bit down?
  4. 02:25:879 (1) - I think adjusting the position of this note to sit nicely on top of the previous two sliders would look better; if it's important to keep this at the very center, moving (or changing the angle of) the sliders before would work as well.
Topic Starter
[ owo]

Hylocereus wrote:

woooo league! have a random mod, hope it helps

Easy
I agree with the mod above: it's a little weird that most of your combos end on (2) or (3), and doing NC every two measures instead of every one would solve this. Ooops, I missread the mod's suggestion, so I got the wrong idea. Anyway, fixed.
  1. 00:38:820 (1) - Adjust the placement on this to be symmetrical with the last combo, would definitely look nicer I think done
  2. 00:59:996 (1) - Personally I'd follow the drumline instead of the melody, since the rhythm is sort of wonky and doing stuff with 1/4 beats seems a little much for an Easy. Or you can use the rhythm you use a few measures later; that works pretty well :) The 1/4 beat was a blooper whoooops (it was 1/4 too long) Anyway, I'm keeping the rhythm like this to establish how the rhythm follows later.
  3. 02:20:585 (2) - Move this so you're blanketed by the other (2) better? Something like x:320 y:237 (same as slider end of other (1)) would look nicer, but then you have to adjust (3), (4) to keep them in a straight line or do something else screw the straight line. I blanketed it.
Normal
  1. 00:08:820 (2) - I'd move this slightly left/up so that it's evenly spaced between the slider end and (5) changed
  2. 00:09:702 (3) - Maybe stick on a reverse? I really want something to do on that downbeat! seems like the bass line dosent want to satisfy people with a downbeat note x_x
  3. 01:11:761 (1) - A little nitpicky, but maybe move this to be in line with (2), (3), (4)? sure thing!
  4. 01:56:467 (1) - I really really like this part. thanks!
  5. 02:22:349 (1) - This is not quite symmetrical D: I have no idea what I just did, but it's perfect now!
Hard
I really like the rhythms you did in this diff!
  1. 00:23:967 (2) - This note caught me off-guard; the spacing difference between (2) and (3) isn't large enough to clearly signal a jump, but it's still easy to note that it's not the same as from (1) to (2). I'd change it so either the spacing is roughly equal or (2) to (3) has a distance of 2.2-2.4, which is what you used for your other jumps.
  2. 02:03:967 (2) - I'm not sure if going out of DS is good here; the rhythm you're mapping to is just a bunch of consecutive sixteenth notes, so it seems consistent spacing would make the most sense. I'll ask other play testers, but I purposefully emphasized the loud synth note here.
  3. 02:09:261 (4) and 02:09:849 (2) - These two notes look a little off to me; maybe move (4) a few ticks right and (2) a little bit down? I mapped them like that to fit in the hex(agon) grid. Maybe I'll find a better way to put it so it's not as awkward.
  4. 02:25:879 (1) - I think adjusting the position of this note to sit nicely on top of the previous two sliders would look better; if it's important to keep this at the very center, moving (or changing the angle of) the sliders before would work as well. Working with the hex grid, 02:25:879 (1) goes well with the previous two sliders while being in the center, with the added benefit that 02:25:291 (2) points straight to it.
Thanks a lot for the unexpected mod! You've made my day! :D
EphemeralFetish
NM from queue.

Super late. All my time was going on a new map. Sorry about that.

Rush


  1. 00:02:938 (4,3) - These are rather out of place for me. Im not sure why you decided to throw in 2 longer streams when the majority are all 1/4. It wouldnt be so bad if you used one for every other loop but just having 2 back to back and then never doing it again is just meh for me.
  2. 00:02:791 (3) - May has well have this be a perfect stack, you do it everywhere else in the intro so may as well keep it consistent. You dont have to worry about it "Not being Sightreadable" because its so early in the song.
  3. 00:24:702 (1,2,3,4) - This is very very awkward to play, specifically the 2 3 4. Having to snap back and then alter speed multiple times while going in the same direction plays jerky. its not as bad in the later combos because you arent having to snap back to the 2.
  4. 00:44:555 (1) - Feels weird that your skipping drum beats here.
  5. 00:46:908 (1,2) - You can definitely have an object on this white tick. This is a rather unexpected pause with that gap.
  6. 00:56:271 (5,6) - This is gonna be a total pain in the ass for you, but this is a 1/12 triple. You'll probably want to discuss how you can get around this with a BN when the time comes.
  7. 01:37:644 (1,1,2,1,2,1,2,1,2,1) - Not sure about all this being stacked. Theres more interesting things you can do with this anyways.
  8. 01:51:761 (8,1) - May wanna space this more so the pause is more obvious.
  9. 01:55:291 (4,1) - Same here, this one is actually really weird because of the speed you have from previous notes.
Pretty tidy all in all. GL.
Topic Starter
[ owo]
Even more delayed response ._.;;;

EphemeralFetish wrote:

NM from queue.

Super late. All my time was going on a new map. Sorry about that.

Rush


  1. 00:02:938 (4,3) - These are rather out of place for me. Im not sure why you decided to throw in 2 longer streams when the majority are all 1/4. It wouldnt be so bad if you used one for every other loop but just having 2 back to back and then never doing it again is just meh for me. The longer sliders have the slider sound that "fit the music", but I focused on a different motif half way through so thats why you dont see more of them.
    (00:07:644 (4) would be 1/2 if I were more consistent :/ )
  2. 00:02:791 (3) - May has well have this be a perfect stack, you do it everywhere else in the intro so may as well keep it consistent. You dont have to worry about it "Not being Sightreadable" because its so early in the song. Alright
  3. 00:24:702 (1,2,3,4) - This is very very awkward to play, specifically the 2 3 4. Having to snap back and then alter speed multiple times while going in the same direction plays jerky. its not as bad in the later combos because you arent having to snap back to the 2. I tried a different remap
  4. 00:44:555 (1) - Feels weird that your skipping drum beats here. Changed to repeating slider
  5. 00:46:908 (1,2) - You can definitely have an object on this white tick. This is a rather unexpected pause with that gap. Keeping it for emphasis
  6. 00:56:271 (5,6) - This is gonna be a total pain in the ass for you, but this is a 1/12 triple. You'll probably want to discuss how you can get around this with a BN when the time comes. I'm hearing 1/6, but I'll definitely ask for more opinions x_x
  7. 01:37:644 (1,1,2,1,2,1,2,1,2,1) - Not sure about all this being stacked. Theres more interesting things you can do with this anyways. Changed, but still a bit ugly to me. I'll maybe tweak it some more.
  8. 01:51:761 (8,1) - May wanna space this more so the pause is more obvious. With the AR, I dont think readability will be an issue.
  9. 01:55:291 (4,1) - Same here, this one is actually really weird because of the speed you have from previous notes. Same.
Pretty tidy all in all. GL.
Thanks a lot for the mod! It's really helpful!
pishifat
that is some nasty bg compression

easy
introduce 1/2 usage earlier (not including 1/2 repeating sliders). a baby diff shouldn't really have this much of a difference in density within itself, especially involving what gameplay elements it uses
02:22:349 (1,1) - 2/1 spacing that's the same as your usual 1/1 spacing:( not gonna work. following distance snap exactly isn't necessary, just make sure it's clearly not 1/1

normal
00:51:173 (2) - rip clap
01:22:202 (2,3,4,1) - gonna sound silly, but this sort of placement is kind of pain to understand spacing=wise.
scrubs here are measuring distance from the tail to the next object, but visually it looks smaller than it should because the head is so close to the next object.
holy explaining this sounds so dumb. https://osu.ppy.sh/ss/5709367 is like alternative with symmetry


hard
00:57:644 (1,2) - 01:32:938 (1,2) - i know spacing requirements are looser on hards but dood u gotta indicate things somehow
01:50:585 (1,1,1) - these ones i can live with tho they're pretty cool
02:23:526 (1,2,1,2,1,2) - i remembered seeing this in another map so i thought i could copy paste what i wrote in my mod but after checking i realized this was what i wrote
but he figured it out cuz he knew that approach-circle-reading-based patterning is how2not make hard diffs

insane
00:25:144 (2,3,1,2,3,4) - like nothing's really encouraging offbeat rhythms here:( stuff like 00:08:673 (3,4) - is perfect for offbeats but when it's just constant beepbeepbeep onbeats >
00:28:232 (1) - i dont wanna be that guy but would be neater if you managed to do the b word blanket
00:56:173 (4) - the song is so ugly on these 1/3 things lol
01:12:496 (3,1,2,3,4) - 02:08:967 (3,1,2,3,4) - again the offbeat stuff :( at least 01:12:202 (2) - is supported but the others not so muchj

super insane
oh you do the offbeat stuff here too ugh
00:07:496 (3,4) - tbh spacing is garbo
00:43:820 (1,2) - just making sure u do know that stacking is the easiest way to show that stuff isn't 1/4 spam naymore right
cuz it works perfectly for stuff like this yet ur doing the lolspacing
01:08:673 (6) - same hitsounding as 01:07:496 (2) - sounds less ew tbh. doing the double clap to represent the clap you're skipping is weird af
01:56:320 (1,2,3) - ur spacing is screwed. try to make it at least look visually consistent cuz numbers in the top right will be broken using different sv values
02:02:938 (1) - hello star rating

overall everything looks really pretty. the way you handle spacing emphasis makes me sad tho lol

LoL
Topic Starter
[ owo]

pishifat wrote:

that is some nasty bg compression

easy
introduce 1/2 usage earlier (not including 1/2 repeating sliders). a baby diff shouldn't really have this much of a difference in density within itself, especially involving what gameplay elements it uses I'll look into some different rhythms
02:22:349 (1,1) - 2/1 spacing that's the same as your usual 1/1 spacing:( not gonna work. following distance snap exactly isn't necessary, just make sure it's clearly not 1/1 Spacing made larger

normal
00:51:173 (2) - rip clap same tbh. I originally didnt put clap on purpose but i forgot why so readded.
01:22:202 (2,3,4,1) - gonna sound silly, but this sort of placement is kind of pain to understand spacing=wise. Incorporated symmetry sorta like your recommendation. btw, I love your combo numbers.
scrubs here are measuring distance from the tail to the next object, but visually it looks smaller than it should because the head is so close to the next object.
holy explaining this sounds so dumb. https://osu.ppy.sh/ss/5709367 is like alternative with symmetry


hard
00:57:644 (1,2) - 01:32:938 (1,2) - i know spacing requirements are looser on hards but dood u gotta indicate things somehow fixed very lazily while keeping combos nice. reversed everything to make this ds larger :^)
01:50:585 (1,1,1) - these ones i can live with tho they're pretty cool yay
02:23:526 (1,2,1,2,1,2) - i remembered seeing this in another map so i thought i could copy paste what i wrote in my mod but after checking i realized this was what i wrote
but he figured it out cuz he knew that approach-circle-reading-based patterning is how2not make hard diffs Remapped. Hopefully easier to read now.

insane
00:25:144 (2,3,1,2,3,4) - like nothing's really encouraging offbeat rhythms here:( stuff like 00:08:673 (3,4) - is perfect for offbeats but when it's just constant beepbeepbeep onbeats >
Offbeats were there mainly cause the synth is louder on those particular notes, even though musically its not supposed to be off beat emphasis. I think it plays more interesting this way so i'll keep it unless otherwise. I'll definitely think about it tho
00:28:232 (1) - i dont wanna be that guy but would be neater if you managed to do the b word blanket Alright alrighty
00:56:173 (4) - the song is so ugly on these 1/3 things lol what can I do? :(
01:12:496 (3,1,2,3,4) - 02:08:967 (3,1,2,3,4) - again the offbeat stuff :( at least 01:12:202 (2) - is supported but the others not so muchj

super insane
oh you do the offbeat stuff here too ugh
00:07:496 (3,4) - tbh spacing is garbo i was aiming for more of a continuity here for the 1/4 stream
00:43:820 (1,2) - just making sure u do know that stacking is the easiest way to show that stuff isn't 1/4 spam naymore right
cuz it works perfectly for stuff like this yet ur doing the lolspacing ehehe i cant think of a way off the top of my head to stack and make it flow sorta well so i'll leave it like this for now
01:08:673 (6) - same hitsounding as 01:07:496 (2) - sounds less ew tbh. doing the double clap to represent the clap you're skipping is weird af i agree
01:56:320 (1,2,3) - ur spacing is screwed. try to make it at least look visually consistent cuz numbers in the top right will be broken using different sv values
02:02:938 (1) - hello star rating hello PP

overall everything looks really pretty. the way you handle spacing emphasis makes me sad tho lol

LoL
Thanks for the mod!!!!11
Doormat
hi hi m4m here

[Easy]
  1. the break at 00:41:173 - is a neat idea, but in my opinion the gap here is too short for a break.. consider removing the break here?
  2. 00:51:761 (5) - mmm, this just seems like an awkward place to put a 1/2 repeat slider since it doesn't really mesh well with the next rhythm. maybe consider making 00:54:114 (3) - a 1/2 repeat slider as well?
  3. 01:01:467 (2) - mm feels weird to skip over the loud snare on the white tick at 01:01:761 - . consider making this a 1/2 repeat slider?
  4. 01:32:938 (1,2,3,4,5) - i get that it's slow bpm, but this feels kind of like too many 1/2 sliders rhythms at once for an Easy diff.. maybe consider 01:34:702 (4) - a circle instead of a 1/2 slider to give beginners a bit more of a break?
  5. 01:58:820 (1,1) - and 02:05:879 (1,1) - i don't see the purpose of the new combo spam for an Easy diff.. i think it'd be better to stick to an easy to understand combo structure (e.g. a new combo every two bars/eight beats) so beginners have an easier time reading the combos
[Normal]
  1. honestly the spread between the Easy and Normal seems pretty bad.. the Easy is mostly 1/1 beats with the occassional 1/2 beats, but then the Normal is mostly 1/2 beats with frequent 1/4 beats; it feels more like an Advanced than it does a Normal. I'd consider renaming this to Advanced and making a Normal diff that fills the gap between your Easy and this diff
  2. 00:10:585 (1,1) - the recommended recovery time after a spinner for Normal diffs is usually at least two beats/1000 ms, so the recovery time here might not be enough.
  3. 00:31:761 (1,2,1,2,1,2,3,4,1) - feels so out of place with the rest of the difficulty since the diff is mostly 1/2, and then this is like an entire ten seconds with patterning that's more similar to your Easy
  4. 02:05:879 - i get that no mapping this part gives more emphasis to the finish at 02:06:467 (1) - , but i still think that the downbeat at 02:05:879 - (big white tick) should still be clickable at the very least
[Hard]
  1. 00:22:938 (3,1) - i get that you want a blanket here, but this overlap is really bad.. have you thought about making the (1) - parallel with the (3)?
  2. similar thing about the break thing that i mentioned in Easy diff; it doesn't really seem appropriate to have such a short break here imo
  3. 00:41:173 - i think you should still add a note here; ending the pattern on the red tick just feels really weird imo when there's a much stronger beat on the white tick right after it
  4. 01:26:908 (1,2) - feels kind of out of place when the previous pattern at 01:24:702 (1,2) - follows a different rhythm.. maybe try moving it so that the circle starts on 01:27:055 (2) -
    SPOILER
    you're probably going to want to shorten 01:27:202 (2) - if you follow this suggestion
  5. 01:32:202 (2) - kind of seems like the distance between the (1) and (2) is a little high.. i'd rather see higher distance between the (2) and (3) to emphasize the snare on the (3).. consider moving the (2) closer to the (1)
  6. 02:05:879 - again i think you should map the beat here; same reasoning as what i said in Normal
[Insane]
  1. you do this a lot in this diff so i'll just throw a general pointer: why are you placing spacing emphasis on the kicks when they should be on the snares? an example of this is 00:14:114 (1,2,3) - . the (3) is a much louder sound than the (2), so giving more spacing between the (2) and (3) to highlight that would give it more emphasis. instead, you chose to give more spacing between the (1) and (2), so it feels a little bit anticlimactic. other points where this occur include 00:18:820 (1,2,3) - , etc. places where you did a good job on spacing emphasis include 00:15:291 (1,2,3) - , so try doing this a bit more
  2. 00:25:144 (2,3,1,2,3,4,5) - i think having the clap be clickable for this part would drive away the emphasis a bit more
  3. 01:05:585 (4,5,6) - consider making this a repeat slider instead of three circles? just a suggestion since this is the only 1/6 streamy bit in this section when the others are 1/6 repeat sliders
  4. 02:05:879 - again i think you should map the beat here; same reasoning as what i said in Normal
[Rush]
  1. 00:18:820 (1,2,3) - would be nice to see more spacing emphasis on (2,3) instead of (1,2)
  2. 01:13:379 (1) - clap here sounds really off.. shouldn't it be 01:13:526 (2) - instead?
  3. 01:49:555 (2) - this huge spacing doesn't really make sense to me when the music is really calm.. feels overdone to me. consider deleting this note to make the rhythm similar to the previous blue combo?
  4. 02:05:879 - said this in all the other diffs, and i'll say it again
  5. 02:25:732 (5,6,1) - looks like a really awkward angle when moving in from the triple to the slider; it might affect movement feeling a little more sharp during the initial slider movement. maybe try moving the (5) to x241 | y177 and the (6) to x234 | y198 for a smoother transition? not really a big deal though tbh
[]

to be honest i think all difficulties could use a lot more work, but don't give up~ hope this helps! combo colour use is really cool for the most part and aesthetic wise looks pretty neat
Slyk
Can I make a STORYBOARD for this :D give it a try?
(I'm somehow know what type of SB of this map)
JeZag
Hey everyone, this updated beatmap can be found here.
Unfortunately, this beatmap's creator was banned so I will try my best to take over.
BanchoBot
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