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Angus And Julia Stone - Big Jet Plane (Matt Neux Remix) [Osu

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Topic Starter
WildOne94
Updated :D
JBHyperion

WildOne94 wrote:

Updated :D
So yeah Wild my diff is probably close to ready now, better get working on the CtB diff and SB ay
Absolute Zero
Not a placeholder.
JBHyperion

Absolute Zero wrote:

Not a placeholder.
Please explain what you are doing here then.
Sunkiss
Hello!

[Tags]
Ok, you probably already know about this but I'm pretty sure there's suppose to be more tags lol. I don't really have enough to give but try putting "Marathon'' and " Trance"

[Wilderness]
I feel like it's too early to start off with a hyper, and especially because the song is really slow. So maybe try moving the following.
00:00:962 (4) - to x:275 y:208
00:01:191 (5) - x:423 y:209
00:01:420 (6) - x:240 y:208
00:01:649 (7) - x:395 y:208
00:01:878 (1) - x505 y:208

00:02:336 (2) - Moving this to x:73 y:208 is fine
01:52:717 (4) - Let's move this a little closer. Didn't make it the jump 2 times in a row O_o x:182 y:64
02:13:557 (5) - Imo adding a space here will do the trick, adds more feel to the hitsounds and song. x:474 y:266

I think these following changes will help with flow movement.
02:13:786 (1) - move to x:333 y:168
02:25:236 (2) - Reverse slection and then move to x:289 y:159
02:24:778 (1) - Move to x:189 y:208
02:25:887 (4) - Move to x:45 y:208
02:25:923 (3) - Move to x:195 y:208
02:26:153 (5) - Move to x:372 y:208
02:46:076 (4) - Moving this to x:79 y:200 feels more comfortable to play.
03:13:786 (6) - Kind of long, lets move this to x:422 y:168

This beatmap has a lot of potential! The SB is amazing and so are the hitsounds. GL with this! :D
Topic Starter
WildOne94

Blind Justice wrote:

Hello! - It's me ? (hue)

[Tags]
Ok, you probably already know about this but I'm pretty sure there's suppose to be more tags lol. I don't really have enough to give but try putting "Marathon'' and " Trance" - Yeah i know it needs some but hard to find some to put in ;w;. I put in "Marathon" but I left "Trance" out because that will be in the "Genre" section in the thread

[Wilderness]
I feel like it's too early to start off with a hyper, and especially because the song is really slow. So maybe try moving the following. - Yeah i agree. I will remove some but not all because i find it quite fitting at times and plus it does still have a pretty intense start with the drums with the drums
00:00:962 (4) - to x:275 y:208 - Changed this area around differently
00:01:191 (5) - x:423 y:209 - Same along with last one
00:01:420 (6) - x:240 y:208 - ^
00:01:649 (7) - x:395 y:208 - ^
00:01:878 (1) - x505 y:208 - ^

00:02:336 (2) - Moving this to x:73 y:208 is fine - sure (but there is no need for the "Y" axis in ctb >w<
01:52:717 (4) - Let's move this a little closer. Didn't make it the jump 2 times in a row O_o x:182 y:64 - Yeah i noticed this earlier on when testplaying. Fixed (:
02:13:557 (5) - Imo adding a space here will do the trick, adds more feel to the hitsounds and song. x:474 y:266 - It's a bit far over to the right there but I did move over a little

I think these following changes will help with flow movement.
02:13:786 (1) - move to x:333 y:168 - Sure I see no harm in this
02:25:236 (2) - Reverse slection and then move to x:289 y:159 - Nah I quite like this the way it is ;w;
02:24:778 (1) - Move to x:189 y:208 - ^
02:25:887 (4) - Move to x:45 y:208 - ^
02:25:923 (3) - Move to x:195 y:208 (Oh i just confused with the numbers you gave and times ;w;)
02:26:153 (5) - Move to x:372 y:208 - Bit far so moved right just a little bit to make a hyper
02:46:076 (4) - Moving this to x:79 y:200 feels more comfortable to play. - Oh yeah good point. Fixed
03:13:786 (6) - Kind of long, lets move this to x:422 y:168 - I find this fine. Plus reducing by that much won't make much of a big difference imo >w<

This beatmap has a lot of potential! The SB is amazing and so are the hitsounds. GL with this! :D - Thank you >W<
Thanks for mod :D! Will see you Thursday or Friday for my part of the m4m for you
Quite a good mod too :D!
autofanboy
lol hyperion's ascendance

lmao nice
JBHyperion

alienflybot wrote:

lol hyperion's ascendance

lmao nice
He copied me C:
Absolute Zero
[Okay the other diff]

00:09:206 (1,2,3) - Why add this 1/1 pattern here? The music doesn't change, so why change the pattern here only?
00:12:870 (1,2,3,4) - I would switch this pattern
TBC
JBHyperion
Discussed some things with Wild on his diff.

Chat Log
19:06 JBHyperion: IRC
19:06 JBHyperion: NOW
19:06 JBHyperion: >:C
19:06 WildOne94: Right in the butt
19:06 JBHyperion: also well done on applying a mod btw
19:06 JBHyperion: Riari is very proud of you
19:07 WildOne94: (:
19:07 WildOne94: But yeah i am ready for IRC
19:07 JBHyperion: finally
19:08 JBHyperion: get comfy
19:08 *JBHyperion is editing [https://osu.ppy.sh/b/761644 Angus And Julia Stone - Big Jet Plane (Matt Neux Remix) [Wilderness]]
19:09 WildOne94: k sec just going to redownload due to doing stuff before on laptop
19:09 JBHyperion: ok
19:10 WildOne94: okay done
19:11 JBHyperion: 00:01:878 (1,2) - why hyper to this? feels so out of place since you avoided hyper on the downbeat, plus the song is calm so it would be more logical to give a calmer buildup with just normal dash
19:11 JBHyperion: 00:03:023 (4,5) - and then you hyper to a practically inaudible sound wtf
19:12 JBHyperion: if you're going to have any hypers ANYWHERE in the intro, it should be to sounds like 00:03:023 (4) -
19:12 JBHyperion: for the accented cymbal sound
19:13 WildOne94: kk
19:14 JBHyperion: 00:05:542 (1,2,3) - way too many hypers for how strong music is here, regular dashes do exist ya know :/
19:14 JBHyperion: 00:06:687 (4,5,6) - and personally I think it's tto early to be overmapping these triplets :/
19:15 JBHyperion: 00:07:374 (1,2,3,4,5,6,1,2,3,4) - if you just had a bit more spacing to (4), this would be exactly the kind of spacing that would fit really nicely here
19:16 JBHyperion: second half of that first section is mostly ok though
19:16 WildOne94: Removed a hyper but gonna keep triplets as i think they sound nice
19:16 JBHyperion: mk
19:17 WildOne94: Coool
19:18 JBHyperion: 00:19:282 (3,4) - ee this flow is kinda weird, the direction change is nice but the small spacing just makes it look messy
19:18 JBHyperion: could maybe curve (3) more to the right
19:18 WildOne94: Ewwww
19:19 WildOne94: fixed
19:19 WildOne94: XD
19:20 JBHyperion: btw I hope you are going through and bringing that consistency I mentioned before
19:21 JBHyperion: I'm not gonna point out every cymbal sound like 00:28:442 (5,6) - lol
19:22 WildOne94: What o-o
19:22 JBHyperion: earlier, when I said "you should be making dash/hdash to the strong sounds"
19:22 JBHyperion: that applies E V E R Y W H E R E
19:23 JBHyperion: same with unfitting hdashes to weak beats
19:23 JBHyperion: you're a big boy, you can fix the rest yourself
19:24 WildOne94: k
19:24 JBHyperion: 00:29:358 (1) - could you curve this a bit more please? real easy to overshoot hyper and miss droplets
19:25 WildOne94: Curvy wurvyed
19:25 JBHyperion: 00:36:687 (1,2,3,4,1,2,3,4,5,6) - first combo ALL HYPERS, second combo is the exact same rhythm but NO MOVEMENT
19:26 WildOne94: Oh dam i might need to postpone this IRC. The guys want to play D&D Soon in like 5mins
19:26 JBHyperion: are you fucking serious

<intermission where I swore a lot and threw chairs>

21:25 JBHyperion: did you want to continue that mod at some point? I'm all done with other stuff
21:26 WildOne94: Sure mate :) If you're happy to ? Although just to warn beforehand that we might watch a film at 10 but we might be done by then i think
21:26 JBHyperion: well I'll try my best
21:27 JBHyperion: and sure, course I am, I want to help
21:27 JBHyperion: where were we up to?
21:32 WildOne94: Ugh freaking internet
21:32 JBHyperion: rip
21:32 WildOne94: I need to ask Mcdonalds to put their wifi closer to my room
21:32 JBHyperion: ayyy
21:32 WildOne94: XD
21:33 WildOne94: If it does run overtime i am going to do the smart thing and bring my laptop down with me during the film so i can fix and watch
21:34 JBHyperion: lol k
21:34 JBHyperion: as long as that doesn't offend anyone
21:34 WildOne94: #ProblycouldhavedonethatwithplayingD&D
21:34 JBHyperion: LOL
21:34 JBHyperion: forget it
21:34 JBHyperion: xD
21:34 WildOne94: XD
21:34 WildOne94: My bad
21:37 JBHyperion: 00:56:839 (1,2,3,4,5,6,7,8) - these would be cool if you slowly increased the spacing and angled them outwards to give a buildup effect
21:37 WildOne94: oooh yeah!
21:39 JBHyperion: 01:11:267 (4,1,2,3,4,5,6,7) - spacing here is kinda monotonous, there's not much going on rhythm wise so it would really help if you varied things up a bit
21:39 JBHyperion: I know consistency is kinda the whole feel of this map
21:40 JBHyperion: but yeah, when rhythm is simple, it leaves it feeling a bit plain
21:40 WildOne94: Any suggestions for variety ?
21:40 JBHyperion: one sec
21:43 JBHyperion: https://osu.ppy.sh/ss/4606718
21:43 JBHyperion: dash to (1) and (5), strong dash to 01:13:328 (1) -
21:44 WildOne94: Alright done
21:44 JBHyperion: k
21:45 JBHyperion: 01:15:160 (1,2,3) - could you flip these? all of 01:13:328 (1,2,3,1,2,3) - are going left atm
21:46 WildOne94: Alrighty
21:46 JBHyperion: 01:30:733 (4) - aieee such a strong cymbal sound and it's in the middle of a slideeeeeeer
21:46 JBHyperion: split into circle + slider, dash or hdash between them kthx
21:47 JBHyperion: e.g. 01:33:252 (4,1) - is way weaker yet you used a hdash there

<secondary intermission where osu! kept disconnecting>

22:08 WildOne94: Hmmm i was kinda following the lyrics though but would a reverse slider fix that ?
22:08 JBHyperion: could do I guess, but I'd prefer not to ignore than sound so much
22:08 JBHyperion: your call
22:09 WildOne94: Ahhh i dunno... The vocals fits so well with the 1/1
22:09 WildOne94: might leave it tbh
22:11 JBHyperion: fair enough
22:11 JBHyperion: 01:37:603 (3,4) - why didn't you map them with a slider here then? o_O

<transferred to Skype because osu! kept derping>

[22:17:23] JBHyperion: 01:59:129 (1,2) - jump to (1) instead of from? vocal and instrument are way stronger here
[22:17:45] WildOne94: Because there are no vocals here
[22:17:52] WildOne94: Oh wait
[22:17:53] WildOne94: nvm
[22:17:58] WildOne94: sorry i read wrong time
[22:18:03] JBHyperion: I WANNA KISS HER
[22:18:15] JBHyperion: (8)
[22:18:28] WildOne94: because in the midde of the slider is a little vocal noise that fits
[22:19:34] WildOne94: And okay to other suggestion. Just need time to figure out where to place stuff
[22:19:50] JBHyperion: I don't notice any difference between the two but okay
[22:20:19] WildOne94: kk got it
[22:20:47] JBHyperion: 02:14:931 (5,6) - more distance here? it's much stronger than the previous notes here, having the same spacing seems a bit meh
[22:22:39] JBHyperion: 02:34:168 (2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,1,2) - I think you spilled your bag of zig-zags here, any chance you could mix it up a bit? This is really repetitive ):
[22:23:35] WildOne94: Shit i knew i should have worn my zigzag pants today :^(
[22:24:59] WildOne94: Tbf i think it's alright. Plus more of a hassel to hyper stuff again. I find it quite nice
[22:25:32] JBHyperion: the first or the second?
[22:26:26] JBHyperion: and I wouldn't call it a hassle, it makes the map more interesting to play lol
[22:26:57] JBHyperion: if your primary reason for denial is "it's too much effort", that's just lazy ):
[22:26:58] WildOne94: I think for all of it that it fits to the build up
[22:27:34] WildOne94: Sorry i got mixed up at that part. I thought it was for 02:33:710 (6,1) -
[22:27:42] JBHyperion: you have a weird concept of buildup but okay
[22:29:27] JBHyperion: 02:55:007 (7,8) - yeeks this is an awkward spacing, bring it down a little please
[22:29:38] WildOne94: Donezo
[22:30:22] JBHyperion: 03:00:504 (5,6) - ermmm
[22:30:28] JBHyperion: why is there a hyper here
[22:30:39] JBHyperion: this is a soft cymbal sound
[22:30:57] WildOne94: Good
[22:30:59] WildOne94: question
[22:31:00] JBHyperion: hypers fit much better to 02:59:587 (1,1) - if you're following the vocals I guess
[22:32:37] WildOne94: Done
[22:34:31] JBHyperion: 03:31:420 (4) - this is quite hard to catch since the previous hyper is quite strong, I'd move 03:30:733 (1,2) - to x-448
[22:34:57] WildOne94: Cool
[22:35:15] JBHyperion: 03:33:481 (4,5) - this could be weakend a bit too imo
[22:35:19] JBHyperion: easy to droplet miss
[22:36:21] JBHyperion: 03:53:633 (5,6) - and not sure this really justifies a hyper, sound is still kinda weak to me
[22:36:57] JBHyperion: compared to 04:01:191 (6,7) - at least where you did the same thing
[22:37:15] WildOne94: Yeah you're right. Fixed
[22:38:13] JBHyperion: 04:08:061 (4,5,6,7) - definitely did not expect a chained hyper here, feels totally out of place with the rest of the difficulty so far
[22:38:37] JBHyperion: hypers to 04:08:290 (5,7,1) - would be enough imo
[22:38:47] JBHyperion: the current buildup is overkill, more intense than the kiai itself
[22:40:44] JBHyperion: 04:36:229 (7,8) - also this hyper is to a really weak sound, recommend moving (7) to x-168, since that is a much stronger sound
[22:41:04] JBHyperion: 04:38:061 (6,1) - hyper to end the kiai? You gave it a finish and everything lmao
[22:41:38] WildOne94: Sorry if i don't reply. Trying to catch up XD
[22:43:07] JBHyperion: kk sorry
[22:43:21] JBHyperion: I'll pause here xD
[22:43:23] WildOne94: No no carry on
[22:43:38] WildOne94r: It's fine though i can catch up until you finish XD
[22:45:06] WildOne94: All caught up now
[22:45:19] JBHyperion: kk
[22:46:02] JBHyperion: 04:41:496 (4,5) - thoughts on adding distance to these vocal sounds? Would add some nice variety considering you want to map vocal
[22:47:38] WildOne94: Play added some distance
[22:47:40] WildOne94: okay*
[22:47:47] WildOne94: I said play instead of okay... wtf
[22:47:50] JBHyperion: can be applied to similar patterns such as 04:44:931 (5,8) - 04:48:824 (3) - 04:52:488 (6,7) -
[22:47:53] JBHyperion: lmao
[22:49:31] JBHyperion: and last thing I guess you could maybe push the spinner at 05:08:061 (1) - back 1/2, add a circle on the downbeat with decent spacing
[22:49:37] JBHyperion: to emphasize that cymbal sound
[22:49:45] JBHyperion: I didn't do it in my diff, but you might want to
[22:51:04] WildOne94: fixed all but gonna keep spinner the same
[22:51:11] WildOne94: Cheers man (:
[22:51:21] JBHyperion: aight

And yes I edited our Skype handles so don't try and find us stalkers :p
Absolute Zero
Damnit didn't see my other post
Ascendance
im going to file serious copyright complaints
JBHyperion

Ascendance wrote:

im going to file serious copyright complaints
As opposed to non-serious ones? Didn't realise you owned exclusive rights to the use of the word (^:

Not that it matters since Wild won't finish this until 2053 >_>
Kurokami
Hey.

I have zero idea why I almost fall asleep during the CtB difficulty. :c

[General]

Tags: techno, trance, deep house
The Genre will be Electronic(English) so you need to add these to the tags. I wonder why mingmichael is still in the tags but I guess you want to keep that.

[Storyboard]

02:00:962 - Took me a while to figure out whats causing the clouds to be misaligned but now I know. There is a slight move effect on it to left which shouldn't be there. The difference is only 1px but still there. This wouldn't cause so much problem if the part of the window was removed as well though. Anyway, the solution to fix it is easy, search for the Clouds.png part on your .osb file (it should be almost at the bottom) and change the whole code to this:
SPOILER
Sprite,Foreground,Centre,"Clouds.png",320,240
M,0,-3618,0,-13,100
S,0,0,,0.6449032
M,0,0,108137,-13,100,-13,100
M,0,108137,117297,-13,100,-13,100
F,0,120962,130122,1,0
02:48:366 - The light middle at this point comes a slightly earlier than it should be. As the beats are mainly 1/2s and as I saw you tried to follow them with this I think it would be nice to time at least this a slightly better. The light left is also a bit early but this is the most recognizable one.

Ah, I hate how the editor can mess up with the images sometimes. q.q

[Wilderness]

This difficulty really felt boring as I played. Not a bad one, just really long and repetitive. You used the same distances as well throughout the map as well which makes it really hard to enjoy the whole 5 minutes of playtime.

00:00:275 (2,3) - I know this is just the beginning of the map and the song but I think a higher distance should be used here. To be honest this doesn't feels like the same as (1,2) yet the distance is the same.
00:01:191 (5,6) - Here as well. The white tick has a much more stronger drum then the rest. I don't get why you used the same distance. :c
00:03:023 (4) - This and 00:06:687 (4,5,6) follows the same sound yet you used two different object. For me the triplet felt much better but to perfectly follow the song it would be nice to increase the movement a bit. 1,5x might work well.
00:22:488 (3,4,5) - This jump might be a slightly bigger to follow the pitch of the song.
00:49:282 (5,1) - This could be bigger as well.
01:00:733 (2,3) - Again a chance for a bigger movement which follows the vocal nicely.
01:03:710 (4,1) - Why there is no jump here? The melody changing as well. :c
01:05:313 (2,3,4,1) - At this part I think it would be nice to have a constantly growing jump pattern which climaxing at (1) as that one has the strongest beat.
01:11:496 (1,2,3,4,5,6,7,1) - This part also can contain some growing jump as the melody is uplifting here. (1) could be a Hyper at the end.
01:26:152 (1,2,3,4,5,6,7,8) - Since this one leads directly into the new melody it would be nice to have a harder pattern.
01:33:939 (2,3) - Please, you know that the distance here should be bigger. :c
01:34:397 (3,1) - ^
01:41:496 (4,5) - And again. You missed a good opportunity to wake up the players.
01:45:160 (2,3) - Please, why there is no jump?

Well, I know its hard to make a really good map for this kind of song but not impossible. You made a good work, its just not interesting enough. You need to break the usage of the same distances throughout the map and try to follow even the slightest change in the melody to wake up the players. I'm not saying that you need to make this into a pp map, just try to avoid using the same distances everywhere. Currently this map is just exist to listen the music, it has zero impact and you can't feel the music from the gameplay as well.
[]

I stopped making suggestion as you might just want to keep the map as it is now so I would end up wasting my time but if you need help, feel free to contact me anytime (my Saturday will be free for sure). I will try to provide as much help I can.

[Hyperion's Ascendance]

01:14:931 (4,8) - I feel like these two is not that necessary to be mapped. You followed the vocal with the rest of the combos and these two is really out of place. I think it would be better to not map them at all.
01:20:656 (1,2) - I think these and 01:22:488 (5,6) could have a higher spacing to follow the vocal nicely.
01:59:587 (2) - For better flow this should have been ctrl+g'd.
02:13:328 (6,1) - Ugh, the flow breaks badly here as the optimal placement of (1) should be on the right side of (6). :c

Well, I'm not an osu! player anymore. /o/
[]

Good luck.
JBHyperion

Kurokami wrote:

Hey.

[Hyperion's Ascendance]

01:14:931 (4,8) - I feel like these two is not that necessary to be mapped. You followed the vocal with the rest of the combos and these two is really out of place. I think it would be better to not map them at all. I have to disagree, skipping these creates an awkward pause that really breaks the flow for me. It's not like I'm completely disregarding the synth here and only following vocals, so the apparent break in consistency isn't really an issue I feel
01:20:656 (1,2) - I think these and 01:22:488 (5,6) could have a higher spacing to follow the vocal nicely. Would require me to remap basically half the diff since this spacing is used consistently throughout multiple sections. Given the calm nature in this part of the song I prefer to emphasize with direction changes that distance, which I use more liberally when drum rhythm is present
01:59:587 (2) - For better flow this should have been ctrl+g'd. Ctrl+G here makes 01:59:587 (2,3,4) flow really sharp and awkwardly, and unifies spacing which takes emphasis away from 02:00:275 (4,5,6) - I did change this similar to the suggestion below though so it should flow much better
02:13:328 (6,1) - Ugh, the flow breaks badly here as the optimal placement of (1) should be on the right side of (6). :c Reworked this a little, hope it's better now

Well, I'm not an osu! player anymore. /o/ Me neither \o\
[]

Good luck.
Thanks for the mod!

Circles
osu file format v14

[General]
AudioFilename: Angus And Julia Stone (Matt Neux Remix) - Big Jet Plane (Matt Neux Edit).mp3
AudioLeadIn: 0
PreviewTime: 117297
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 46,58671,87984,117297,146610,161267,219893
DistanceSpacing: 1.8
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.3

[Metadata]
Title:Big Jet Plane (Matt Neux Remix)
TitleUnicode:Big Jet Plane (Matt Neux Remix)
Artist:Angus And Julia Stone
ArtistUnicode:Angus And Julia Stone
Creator:WildOne94
Version:Hyperion's Ascendance
Source:
Tags:JBHyperion mingmichael
BeatmapID:761642
BeatmapSetID:344833

[Difficulty]
HPDrainRate:6
CircleSize:4.5
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:1.8
SliderTickRate:2

[Events]
//Background and Video events
0,0,"maxresdefault (1) resize.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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Topic Starter
WildOne94

Kurokami wrote:

Hey.

I have zero idea why I almost fall asleep during the CtB difficulty. :c - :c

[General]

Tags: techno, trance, deep house
The Genre will be Electronic(English) so you need to add these to the tags. I wonder why mingmichael is still in the tags but I guess you want to keep that.

Alright added all
[Storyboard]

02:00:962 - Took me a while to figure out whats causing the clouds to be misaligned but now I know. There is a slight move effect on it to left which shouldn't be there. The difference is only 1px but still there. This wouldn't cause so much problem if the part of the window was removed as well though. Anyway, the solution to fix it is easy, search for the Clouds.png part on your .osb file (it should be almost at the bottom) and change the whole code to this: - Fixed
SPOILER
Sprite,Foreground,Centre,"Clouds.png",320,240
M,0,-3618,0,-13,100
S,0,0,,0.6449032
M,0,0,108137,-13,100,-13,100
M,0,108137,117297,-13,100,-13,100
F,0,120962,130122,1,0
02:48:366 - The light middle at this point comes a slightly earlier than it should be. As the beats are mainly 1/2s and as I saw you tried to follow them with this I think it would be nice to time at least this a slightly better. The light left is also a bit early but this is the most recognizable one.

Ah, I hate how the editor can mess up with the images sometimes. q.q - Ahhh i hate it too q.q. Honestly I don't see what's wrong though :O!

[Wilderness]

This difficulty really felt boring as I played. Not a bad one, just really long and repetitive. You used the same distances as well throughout the map as well which makes it really hard to enjoy the whole 5 minutes of playtime. - It was refixed from an old mapping style which could be the problem but also it was hard for me to try be more creative as it's got a pretty repetitive song style.

00:00:275 (2,3) - I know this is just the beginning of the map and the song but I think a higher distance should be used here. To be honest this doesn't feels like the same as (1,2) yet the distance is the same. - Alright fixed
00:01:191 (5,6) - Here as well. The white tick has a much more stronger drum then the rest. I don't get why you used the same distance. :c - Fixed
00:03:023 (4) - This and 00:06:687 (4,5,6) follows the same sound yet you used two different object. For me the triplet felt much better but to perfectly follow the song it would be nice to increase the movement a bit. 1,5x might work well. - Fixed but didn't use 1.5x
00:22:488 (3,4,5) - This jump might be a slightly bigger to follow the pitch of the song. - Looks good. Fixed
00:49:282 (5,1) - This could be bigger as well. - That's what she said (^:
01:00:733 (2,3) - Again a chance for a bigger movement which follows the vocal nicely. - Fixed
01:03:710 (4,1) - Why there is no jump here? The melody changing as well. :c - You know I don't know! Fixed
01:05:313 (2,3,4,1) - At this part I think it would be nice to have a constantly growing jump pattern which climaxing at (1) as that one has the strongest beat. - Alright but not too big
01:11:496 (1,2,3,4,5,6,7,1) - This part also can contain some growing jump as the melody is uplifting here. (1) could be a Hyper at the end. - Fixerino
01:26:152 (1,2,3,4,5,6,7,8) - Since this one leads directly into the new melody it would be nice to have a harder pattern. - I like the stacks i do here to fit with the music but I will increase spacing as it is way too easy atm
01:33:939 (2,3) - Please, you know that the distance here should be bigger. :c - Yep
01:34:397 (3,1) - ^ - Even included a hyper here if that fits for you too ?
01:41:496 (4,5) - And again. You missed a good opportunity to wake up the players. - Increased a little more
01:45:160 (2,3) - Please, why there is no jump? - Fixed

Well, I know its hard to make a really good map for this kind of song but not impossible. You made a good work, its just not interesting enough. You need to break the usage of the same distances throughout the map and try to follow even the slightest change in the melody to wake up the players. I'm not saying that you need to make this into a pp map, just try to avoid using the same distances everywhere. Currently this map is just exist to listen the music, it has zero impact and you can't feel the music from the gameplay as well. - yeah I understand. I think i was just a bit blind to see as it just tried to refix to try make it flow better but not much to do with jumps.
[]

I stopped making suggestion as you might just want to keep the map as it is now so I would end up wasting my time but if you need help, feel free to contact me anytime (my Saturday will be free for sure). I will try to provide as much help I can. - I will make some tweaks myself and then get other peoples opinions first and then see what happens if i need to contact you again :3

Good luck.
Thanks for the mod Kuro <3 :3

Updated JBHyperions diff also
BoberOfDarkness
Lets back to modding!



Wilderness


  1. 00:03:137 (5) - you chosed weird place to put triplet, there is no sound for a note, slider might be fine here but I would use hyper dash from here 00:03:023 - to 00:03:252 - since (5) is strong beat and (4) is kinda cymbal so it may be nice combo!
    If you wonder how to make nice pattern here I can sugest you following previous one (something like This
  2. 00:31:191 (1,2) - I feel that (2) there should be a hyper dash to (2). Ctrl + h 00:31:191 (1) - and move to x:472, works nice there
  3. 00:32:565 (5,6) - both are on screen border you might want to move them one grid left, btw I feel that you should place at least dash to (5) since it is very strong note
  4. 01:15:160 (1,2,3) - maybe ctrl + h this section to add movement between previous and next pattern?
  5. 01:45:160 (2) - move to right by some grind to add some movement
  6. 02:13:328 (4,5) - this patter might be a difficulty spike since it requires more precision than previous ones (try something a bit curved like this)
  7. 02:33:939 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6) - this section is very repeatable, I would suggest you to diversify this section. Simply ctrl + g 02:35:771 (1) - makes nice difference
  8. 03:02:565 (5,6) - stacking those notes doesn't looks nice, maybe move 03:02:679 (6,7) - to x:200?
  9. 03:03:252 (1,2) - place one grid away from screen border, plays a bit nicer
  10. 03:17:908 (1) - try with x:8 instead (btw hyper dash hits wall, some guys were pretty mad at such thing :^)
  11. 03:24:549 (4,5,6) - curved a bit (like http://osu.ppy.sh/ss/4868851&#41;
  12. 03:28:900 (1,2,3,4,5) - maybe increase difficulty by some? (Try
  13. 03:31:649 (5) - move right to trigger hyper
  14. 03:43:557 (1,2,3,4) - increase distance between those, music is 'harder' but you keeping same DS ;/
  15. 03:53:633 (5) - stack with 03:52:717 (1) -, plays better
  16. 04:01:420 (7) - one grid right if possible to keep it more away from screens border
  17. 04:09:206 (1,2) - move them 2 grinds aways since those are placed a bit offscreen
  18. 04:18:023 (6) - Place at x:464 to make nicer triplet
  19. 04:19:969 (5) - Place at x:464 too (also that will make hyper to next note which is pretty nice!)
  20. 04:44:358 (2) - Maybe nazi but move this one grid left,


You could add more triplets on non-kiai parts to make map more interesting

I like the SB <3

Good luck guys!
Electoz
Wow now I'm looking at my own mod on this map, time sure flies.
JBHyperion

Electoz wrote:

Wow now I'm looking at my own mod on this map, time sure flies.
Yet this map stays the same (^:

Iirc Wild is pmuch done with exams now though so he should be able to finish the SB and we can push this forward. I'm asking for a couple more Std mods (inc BNs) so I think progress can finally be made here. (I hope...)
Topic Starter
WildOne94

BoberOfDarkness wrote:

Lets back to modding! - Woohoo!! Applying this only 3 months later :3! I think that's a new record



Wilderness


  1. 00:03:137 (5) - you chosed weird place to put triplet, there is no sound for a note, slider might be fine here but I would use hyper dash from here 00:03:023 - to 00:03:252 - since (5) is strong beat and (4) is kinda cymbal so it may be nice combo!
    If you wonder how to make nice pattern here I can sugest you following previous one (something like This - Fixed in a different way
  2. 00:31:191 (1,2) - I feel that (2) there should be a hyper dash to (2). Ctrl + h 00:31:191 (1) - and move to x:472, works nice there - I moved (2) instead to the other side so I could keep the hyper before this
  3. 00:32:565 (5,6) - both are on screen border you might want to move them one grid left, btw I feel that you should place at least dash to (5) since it is very strong note - Sure
  4. 01:15:160 (1,2,3) - maybe ctrl + h this section to add movement between previous and next pattern? - oooh! nice!
  5. 01:45:160 (2) - move to right by some grind to add some movement - I will leave this as it's not too bad as it's a quiet part
  6. 02:13:328 (4,5) - this patter might be a difficulty spike since it requires more precision than previous ones (try something a bit curved like this) - Sure I see no harm
  7. 02:33:939 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6) - this section is very repeatable, I would suggest you to diversify this section. Simply ctrl + g 02:35:771 (1) - makes nice difference - Ctrl + G o_o ? It wouldn't move. (Maybe I might have changed it a while ago)
  8. 03:02:565 (5,6) - stacking those notes doesn't looks nice, maybe move 03:02:679 (6,7) - to x:200? - Tbf I like the look of them and it's not really that bad since they are in a stream. Can't really notice anything wrong
  9. 03:03:252 (1,2) - place one grid away from screen border, plays a bit nicer - Fixed
  10. 03:17:908 (1) - try with x:8 instead (btw hyper dash hits wall, some guys were pretty mad at such thing :^) - Fixed (^:
  11. 03:24:549 (4,5,6) - curved a bit (like http://osu.ppy.sh/ss/4868851&#41; - It can't find the page with the image sent but this part is fine I think
  12. 03:28:900 (1,2,3,4,5) - maybe increase difficulty by some? (Try - Yeah I quite like this.
  13. 03:31:649 (5) - move right to trigger hyper - Did something similar but to (6) instead
  14. 03:43:557 (1,2,3,4) - increase distance between those, music is 'harder' but you keeping same DS ;/ - Oh yeah LOL! I don't know why I did that
  15. 03:53:633 (5) - stack with 03:52:717 (1) -, plays better - Alright cool
  16. 04:01:420 (7) - one grid right if possible to keep it more away from screens border - Sure. Also flipped
  17. 04:09:206 (1,2) - move them 2 grinds aways since those are placed a bit offscreen - Fixed
  18. 04:18:023 (6) - Place at x:464 to make nicer triplet - Changed differently
  19. 04:19:969 (5) - Place at x:464 too (also that will make hyper to next note which is pretty nice!) - Beautiful \owo/
  20. 04:44:358 (2) - Maybe nazi but move this one grid left, - NAZI!


You could add more triplets on non-kiai parts to make map more interesting - Yeah problem is thought that there really isn't any sounds of the blue ticks which I had trouble with.

I like the SB <3 arigatou gozaimasu :D

Good luck guys!
Thanks Bober :D!
Sorry about the time to reply back.
ZiRoX
Mod from my queue.

[Wilderness]
I have to agree with Kurokami in that this diff is terribly repetitive. Not only patterns are repeated time and time again, but even the same distances are used between normal and Kiai sections for the same patterns (see, for example, 00:04:168 (3,4,5,6) - and 02:42:183 (3,4,5,6,1,2,3,4,5) - ). I think you should fix this by reducing the spacing on normal sections a bit. Also, the x1,16 distance can be a bit annoying to walk in some patterns. For example, in a few of several testings I found myself doing a small dash on parts like 00:01:420 (6,7,1) - to reach the last object.

  1. 00:14:702 (1) - I think you added this 1/1 slider to add some variation in the repetitive 1/2 rhythm from this section, but this slider implies you leave the drumbeat on the slidertail, as opposed to being an object (circle or a new slider) that could emphasize that beat with some distance to it. This goes heavily against the dashing pattern you have set in the rest of the intro, so I would split this into a 1/2 slider and a circle. A similar reasoning goes for the rest of the 1/1 sliders and the repeat sliders.
  2. 00:27:068 (5,6) - This stack feels weird considering the previous movements. Other stacks felt more "adequate" because they are paired (e.g. 00:27:984 (3,4,5,6) - ), but this one being a single stack feels out of place. I think you could move 00:27:297 (6) - on top of (4). The jump between 00:27:297 (6,1) - might get a bit awkward, so it's up to you whether to move (6) further right or to move 00:27:526 (1,2) - to the left a bit.
  3. 00:40:122 (6,1) - This jump felt a bit large to me, so I'd move (1) a bit to the left. Also, this slider suffers from the same thing I mentioned before (leaving a strong beat really underemphasized), which feels really weird considering weaker beats (00:41:038 (2,4) -) have their own single object.
  4. 00:41:496 (4,5) - This jump is 3 grid spaces away from becoming a hyperdash, so it's quite harsh. One option would be to Ctrl+H (5) and put it around it's original position, but a bit more to the right. Another would be to move it to the right the way it is, but making it more vertical so you keep the hyperdash after it.
  5. 01:04:168 (1) - This is so underwhelming. I'd remap this to include all 1/2 sounds. Also, you did map them on 01:11:496 (1,2,3,4,5,6,7) - .
  6. 01:06:000 (1,2) - Again, this feels really underwhelming. You're ignoring too many sounds.
  7. 01:18:824 (1) - Same on this, I should map all the 1/2 sounds.
  8. 01:21:343 - I'd add a circle here because of the vocal. You did on places like 01:14:015 (2,2) - .
  9. 01:55:465 (1,2,3,4,5,6,7,8) - I think you could increase the distance a bit more, so it really feels like a buildup towards the Kiai.
  10. 02:00:046 (4,5,6,7,8) - This and other 1/4 patterns don't feel right to me, because they feel overmapped to me (if there is a sound, it's really faint and not mapping IMO). Also, given the difficulty you gave to this diff, it limits the way you place hyperdashes (since 1/4 hyperdashes would feel really out of place), when you could add 1/2 hyperdashes to emphasize the vocals singing BIG JET PLANE.
  11. 02:07:145 (3,4) - You should try to increase the distance somehow to emphasize the vocals.
  12. 02:07:603 (5,6) - An hyperdash could be added between to emphasize the vocals.
  13. 02:08:748 (2,3) - That's a really harsh distance, only two grid spaces from becoming a hyperdash. Please fix this.
  14. 02:14:473 (3,4,5,6,1) - Again, the "big jet plane" vocals are really underemphasized :(
  15. 02:19:740 (3) - Again, the beat at the slidertail is underemphasized if mapped this way.
  16. 02:22:030 (3) - Sliderhead should be whistle instead of clap? It feels more consistent with the rest of the hitsounding.
  17. 02:22:946 (1) - The finish felt kinda out of place here, I'd remove it.
  18. 02:29:358 - The SB load gets over x5,0 starting here, and it last almost until the end of the song. Some SB optimization is heavily recommended.
  19. 02:30:275 (1,3) - Not mapping the 1/2 makes it sound a bit underwhelming :(
  20. 02:34:397 (3,4) - This caught me unprepared because I was expecting it to be stacked, as you have done with previous patterns (a pair of stacks).
  21. 02:42:870 (6,1) - It's a Kiai Time, why does this have such a small distance :(
  22. 02:44:702 - Not mapping this left out a good opportunity to add a nice and fitting 1/2 hyperdash to 02:44:931 (1) - .
  23. 02:58:442 (3,4) - This distance is really underwhelming, you could even add an hyperdash between these.
  24. 03:01:420 (1,2) - I don't get what these 3/4 sliders are mapped to. They should be 1/2 to me.
  25. 03:33:939 (5) - What's this slider extended to? All the sounds I can distinguish end on the 1/2.
  26. 03:36:916 (2,3,4) - Shouldn't the hyperdash be between (2,3) instead of (3,4)? On 03:29:587 (4,5) - you did that.
  27. 03:43:099 (2,1,2,3) - I'd reduce these distances a bit. Since this is a calm part, I think they should be totally walkable.
  28. 04:00:962 (5,6,7) - This pattern can be a bit hard for the section given the dashing it requires. I suggest you place (6) on top of (4) and then Ctrl+G 04:01:420 (7) - .
  29. 04:16:076 (7,8) - Again, a single stack feels a bit out of place.
Good luck with the mapset!
Kurokami
Hold a place for me too. hue
Topic Starter
WildOne94

ZiRoX wrote:

Mod from my queue.

[Wilderness]
I have to agree with Kurokami in that this diff is terribly repetitive. Not only patterns are repeated time and time again, but even the same distances are used between normal and Kiai sections for the same patterns (see, for example, 00:04:168 (3,4,5,6) - and 02:42:183 (3,4,5,6,1,2,3,4,5) - ). I think you should fix this by reducing the spacing on normal sections a bit. Also, the x1,16 distance can be a bit annoying to walk in some patterns. For example, in a few of several testings I found myself doing a small dash on parts like 00:01:420 (6,7,1) - to reach the last object. - Alright yeah will do some tinkering around after I have applied the stuff below otherwise could be a mix up on stuff kek.

  1. 00:14:702 (1) - I think you added this 1/1 slider to add some variation in the repetitive 1/2 rhythm from this section, but this slider implies you leave the drumbeat on the slidertail, as opposed to being an object (circle or a new slider) that could emphasize that beat with some distance to it. This goes heavily against the dashing pattern you have set in the rest of the intro, so I would split this into a 1/2 slider and a circle. A similar reasoning goes for the rest of the 1/1 sliders and the repeat sliders. - Okay I have changed some and left some others such as 00:18:366 (1) - Which fits nice with the violin. And also some guitar sounds like 00:21:114 (3) -
  2. 00:27:068 (5,6) - This stack feels weird considering the previous movements. Other stacks felt more "adequate" because they are paired (e.g. 00:27:984 (3,4,5,6) - ), but this one being a single stack feels out of place. I think you could move 00:27:297 (6) - on top of (4). The jump between 00:27:297 (6,1) - might get a bit awkward, so it's up to you whether to move (6) further right or to move 00:27:526 (1,2) - to the left a bit. - So I must do one of these or else I will suffer the consequences (^: ? Kek I will pick number one :^) (infact edited this and did both kek kek).
  3. 00:40:122 (6,1) - This jump felt a bit large to me, so I'd move (1) a bit to the left. Also, this slider suffers from the same thing I mentioned before (leaving a strong beat really underemphasized), which feels really weird considering weaker beats (00:41:038 (2,4) -) have their own single object. - I removed the reverse and added a slider and circle to emphasise better and moved left a little.
  4. 00:41:496 (4,5) - This jump is 3 grid spaces away from becoming a hyperdash, so it's quite harsh. One option would be to Ctrl+H (5) and put it around it's original position, but a bit more to the right. Another would be to move it to the right the way it is, but making it more vertical so you keep the hyperdash after it. - Did option 2
  5. 01:04:168 (1) - This is so underwhelming. I'd remap this to include all 1/2 sounds. Also, you did map them on 01:11:496 (1,2,3,4,5,6,7) - . - True. Fixed
  6. 01:06:000 (1,2) - Again, this feels really underwhelming. You're ignoring too many sounds. - Wow I am so dumb. I missed the vocals too which I were meant to follow XD. Fixed
  7. 01:18:824 (1) - Same on this, I should map all the 1/2 sounds. - Oh you should add :^) ?
  8. 01:21:343 - I'd add a circle here because of the vocal. You did on places like 01:14:015 (2,2) - . - Yep again I was baka
  9. 01:55:465 (1,2,3,4,5,6,7,8) - I think you could increase the distance a bit more, so it really feels like a buildup towards the Kiai. - Alright Increase a little
  10. 02:00:046 (4,5,6,7,8) - This and other 1/4 patterns don't feel right to me, because they feel overmapped to me (if there is a sound, it's really faint and not mapping IMO). Also, given the difficulty you gave to this diff, it limits the way you place hyperdashes (since 1/4 hyperdashes would feel really out of place), when you could add 1/2 hyperdashes to emphasize the vocals singing BIG JET PLANE. - I agree. Fixed and also added hypers for emphasis of BIG JET PLANE (^:
  11. 02:07:145 (3,4) - You should try to increase the distance somehow to emphasize the vocals. - Fixed
  12. 02:07:603 (5,6) - An hyperdash could be added between to emphasize the vocals. - Fixed with last suggestion
  13. 02:08:748 (2,3) - That's a really harsh distance, only two grid spaces from becoming a hyperdash. Please fix this. - KEK also fixed on last suggestions
  14. 02:14:473 (3,4,5,6,1) - Again, the "big jet plane" vocals are really underemphasized :( - Fixed
  15. 02:19:740 (3) - Again, the beat at the slidertail is underemphasized if mapped this way. - Fixed
  16. 02:22:030 (3) - Sliderhead should be whistle instead of clap? It feels more consistent with the rest of the hitsounding. - I did a little emphasis thing here with the hitsound but I did add a whistle to this too. I thought it would make it kind of interesting. Will fix properly if mentioned again though.
  17. 02:22:946 (1) - The finish felt kinda out of place here, I'd remove it. - ^
  18. 02:29:358 - The SB load gets over x5,0 starting here, and it last almost until the end of the song. Some SB optimization is heavily recommended. - Spoke in pm about this and will find some more help.
  19. 02:30:275 (1,3) - Not mapping the 1/2 makes it sound a bit underwhelming :( - I will change 02:30:275 (1) - but not (3) as it goes nice with the guitar in the music.
  20. 02:34:397 (3,4) - This caught me unprepared because I was expecting it to be stacked, as you have done with previous patterns (a pair of stacks). - The stack should have been in walking distance here to the next note so reduced distances here.
  21. 02:42:870 (6,1) - It's a Kiai Time, why does this have such a small distance :( - Increased spacing.
  22. 02:44:702 - Not mapping this left out a good opportunity to add a nice and fitting 1/2 hyperdash to 02:44:931 (1) - . - Didn't hyper because I didn't want to ruin much of current pattern but I did add this note and gave it a good and reasonable jump.
  23. 02:58:442 (3,4) - This distance is really underwhelming, you could even add an hyperdash between these. - Fixed but no hyper
  24. 03:01:420 (1,2) - I don't get what these 3/4 sliders are mapped to. They should be 1/2 to me. - Just call me crazy WildOne
  25. 03:33:939 (5) - What's this slider extended to? All the sounds I can distinguish end on the 1/2. - oops! My bad!
  26. 03:36:916 (2,3,4) - Shouldn't the hyperdash be between (2,3) instead of (3,4)? On 03:29:587 (4,5) - you did that. - Yeah you're right but instead I just removed the hyper and had a nice jump instead.
  27. 03:43:099 (2,1,2,3) - I'd reduce these distances a bit. Since this is a calm part, I think they should be totally walkable. - Makes sense
  28. 04:00:962 (5,6,7) - This pattern can be a bit hard for the section given the dashing it requires. I suggest you place (6) on top of (4) and then Ctrl+G 04:01:420 (7) - . - Fixed and very nice I must say!
  29. 04:16:076 (7,8) - Again, a single stack feels a bit out of place. - DONE AND DONE!
Good luck with the mapset!
Thanks for the mod ZiRoX
And sorry it took a while to apply kek.
Lanturn
Things you should fix:

As far as I can tell, you don't even need the background of your map to be shown in the SB as you cover everything up (I only glanced, and noticed SB background final was pretty much the same picture minus the turbines)

You can add the max res picture to the background layer and then remove any keyframes (move/size etc, whatever it gets added as) This will lower the SB load by 1.33 right off the bat.

-------------------------------------------------------


A lot of your turbines are off center. When they rotate, the center point moves around with it. As seen in this picture above, the black dot is the center, and the turbine will be rotating around that black dot.| What you want to do is make sure the center point of the turbine is in the middle of the picture where the black dot basically is.


02:17:908 - The plane flies overtop of the background layer, which in turn flies over the inside of the window as shown in the picture. You may want to add that little piece sticking out into the Window Frame image. It's also noticable at 02:32:107 - as well.

-------------------------------------------------------


Sprite,Background,Centre,"Background SB final.jpg",320,240
M,0,-3618,,320,240
R,0,-3618,,0
S,0,-3618,0,0.6449031
S,0,0,249091,0.6449031
F,0,102984,189470,0.9958709,1
F,0,189470,228162,1
F,0,228162,243320,1
F,0,243320,249091,1,0
F,0,248977,249091,1
S,0,249091,249206,0.6449031,0.1
Sprite,Background,Centre,"Background SB 3 Night.jpg",320,240
M,0,249206,,319,240
S,0,249206,,0.6449032
F,0,249206,316992,1
Sprite,Background,Centre,"Background SB 3 Sunset.jpg",320,240
S,0,117297,,0.6449032
F,0,117297,148900,0
F,0,148900,249206,0,1
F,0,249206,271534,1,0.5312493
F,0,271534,296839,0.5312493,0

For consistency in this. Please change the following:

Background SB final.jpg:
S,0,-3618,0,0.6449031
S,0,0,249091,0.6449031
------- (further down) ------
S,0,249091,249206,0.6449031,0.1
These should be 0.6449032 to match the size of the other images.


Background SB 3 Night.jpg
M,0,249206,,319,240 to 320 or delete this line of code as it serves no purpose. (you already have the default position set to 320,240)

-------------------------------------------------------------------------

Suggestions:
Try fading in the chalk plane slowly, like you do with the chalk clouds. The plane is fine coming in earlier, but it'd be cool to have a fade in effect maybe?

The SB credits are cut off in 4:3 resolutions. Though completely optional, you may want to adjust this so it would be fully visible in such settings.

Other then that. Nice relaxing SB. Good luck!
Topic Starter
WildOne94

Lanturn wrote:

Things you should fix:

As far as I can tell, you don't even need the background of your map to be shown in the SB as you cover everything up (I only glanced, and noticed SB background final was pretty much the same picture minus the turbines)

You can add the max res picture to the background layer and then remove any keyframes (move/size etc, whatever it gets added as) This will lower the SB load by 1.33 right off the bat.

-------------------------------------------------------


A lot of your turbines are off center. When they rotate, the center point moves around with it. As seen in this picture above, the black dot is the center, and the turbine will be rotating around that black dot.| What you want to do is make sure the center point of the turbine is in the middle of the picture where the black dot basically is.


02:17:908 - The plane flies overtop of the background layer, which in turn flies over the inside of the window as shown in the picture. You may want to add that little piece sticking out into the Window Frame image. It's also noticable at 02:32:107 - as well.

-------------------------------------------------------


Sprite,Background,Centre,"Background SB final.jpg",320,240
M,0,-3618,,320,240
R,0,-3618,,0
S,0,-3618,0,0.6449031
S,0,0,249091,0.6449031
F,0,102984,189470,0.9958709,1
F,0,189470,228162,1
F,0,228162,243320,1
F,0,243320,249091,1,0
F,0,248977,249091,1
S,0,249091,249206,0.6449031,0.1
Sprite,Background,Centre,"Background SB 3 Night.jpg",320,240
M,0,249206,,319,240
S,0,249206,,0.6449032
F,0,249206,316992,1
Sprite,Background,Centre,"Background SB 3 Sunset.jpg",320,240
S,0,117297,,0.6449032
F,0,117297,148900,0
F,0,148900,249206,0,1
F,0,249206,271534,1,0.5312493
F,0,271534,296839,0.5312493,0

For consistency in this. Please change the following:

Background SB final.jpg:
S,0,-3618,0,0.6449031
S,0,0,249091,0.6449031
------- (further down) ------
S,0,249091,249206,0.6449031,0.1
These should be 0.6449032 to match the size of the other images.


Background SB 3 Night.jpg
M,0,249206,,319,240 to 320 or delete this line of code as it serves no purpose. (you already have the default position set to 320,240)

-------------------------------------------------------------------------

Suggestions:
Try fading in the chalk plane slowly, like you do with the chalk clouds. The plane is fine coming in earlier, but it'd be cool to have a fade in effect maybe?

The SB credits are cut off in 4:3 resolutions. Though completely optional, you may want to adjust this so it would be fully visible in such settings.

Other then that. Nice relaxing SB. Good luck!
Thanks for your help man although I have some problems.

Well the only problem is that my photoshop acts funny and when I try centre the images it will just go back to being in a different place on the outcome for some reason. I will more than likely need to find someone else to quickly change these files which shouldn't take long.

As for the rest of the stuff I changed (apart from the resolution suggestion as it would give me OCD for not being centred on the black board).

Just need to add the frame part the plane goes over and remove the bg I didn't need. Then ofc the turbines.

Thanks again Lanturn <3
Topic Starter
WildOne94
Updated with new turbines now!

THANK YOU SOOOOOOOO MUCH KUROKAMI <3
JBHyperion
For the love of all that is holy can this please get pushed forward now?
Benita
Benny be trying to learn how to mod, I'm here because of JBH

Elevation
  1. 00:06:801 (5) - Why a triplet here? You don't have a triplet anywhere else
  2. 00:09:206 (1,2) - Why are these 1/1? The song doesn't change so I don't understand why this isn't mapped as 1/2 as the rest of the song
  3. 00:20:198 (1) - Maybe make this a 1/1 as you did 00:18:366 (1) -
  4. 00:21:114 (3) - There is a beat on the red tick so I think this works better as 1/2
  5. 00:23:862 (1,2,3,4) - This pattern seems to love the left side of the playfield alot haha maybe move things around a bit?
  6. 00:36:687 (1,2,3,4) - I think this is very repetetive and weird as the music hasn't changed at all an suddenly you have 4 hypers in a row
  7. 00:58:671 - I think you switch a lot with not following vocal and following vocal, like 00:58:671 (1) - you are ignoring vocals and here 01:06:000 (1,2,3,4) - you are mapping the vocals again and here 01:13:328 (1,2,3) - you are halfway following the vocal. I'd suggest you fully follow the vocals, sounds much nicer!
  8. 02:09:549 (4) - Why is there a triplet here? The music hasn't changed or anything so why use it here when you haven't used it any other places?
  9. 02:13:328 (4,5) - I think you could add some more 1/4's in kiai to make the kiai stand out more.. At least as it is now, the 1/4 patterns come very sudden and unexpected
  10. 02:15:389 - I feel like not mapping this beat seems weird when you've mapped the rest of the kiai in 1/2's
  11. 02:29:358 (3,4) - 02:33:252 (5,6) - 02:36:687 (3,4) - You could add dashes to the vocals here
  12. 02:40:351 (3,4,5,6,7) - I can't hear any 1/4's here? o.O
  13. 02:57:984 - You might wanna add a note here since you mapped the rest of the kiai as 1/2's or at least make it a slider like you did here 02:58:671 (4) -
  14. 03:05:313 - Same as above
  15. 03:09:664 (5) - Maybe make this consitent with 02:55:007 (7,8) -
  16. 03:39:893 - I don't understand what you're following here tbh xD I would just follow the vocal like you did 03:47:221 (1,2,3) -
  17. 03:50:656 - You could also add a note here for vocal :3
  18. 04:06:801 (7) - I don't think a triplet fits here
  19. 04:08:862 (8) - Same as above
  20. 04:18:023 (6) - You don't have triplets anywhere else in this kiai so you should either try to be more consistent with triplet usage or just remove all
  21. 04:27:526 (1,2,3,4,5,6,7) - Like, I know it's the end of the map and all but holy the note density suddenly increased and then you suddenly go back to 1/2's again even though the music doesn't change at all
ye that's all from me
Riari
hi, me is ur santa and can't find anything. me don't mod maps so me can't give stars! So me will give a new background!

Topic Starter
WildOne94

BennyBananas wrote:

Benny be trying to learn how to mod, I'm here because of JBH - HOW CUTE!

Elevation
  1. 00:06:801 (5) - Why a triplet here? You don't have a triplet anywhere else - Removed
  2. 00:09:206 (1,2) - Why are these 1/1? The song doesn't change so I don't understand why this isn't mapped as 1/2 as the rest of the song - I did this as I wanted a break from the 1/2's since as you know the map is full of them for this song XD
  3. 00:20:198 (1) - Maybe make this a 1/1 as you did 00:18:366 (1) - - Nah because following the guitar here
  4. 00:21:114 (3) - There is a beat on the red tick so I think this works better as 1/2 - Same reason as before and before that mixed ^
  5. 00:23:862 (1,2,3,4) - This pattern seems to love the left side of the playfield alot haha maybe move things around a bit? - And like that... The romance was dead :(
  6. 00:36:687 (1,2,3,4) - I think this is very repetetive and weird as the music hasn't changed at all an suddenly you have 4 hypers in a row - Reduced the amount of hypers.
  7. 00:58:671 - I think you switch a lot with not following vocal and following vocal, like 00:58:671 (1) - you are ignoring vocals and here 01:06:000 (1,2,3,4) - you are mapping the vocals again and here 01:13:328 (1,2,3) - you are halfway following the vocal. I'd suggest you fully follow the vocals, sounds much nicer! - I changed some around. mainly just 01:13:328 (1) - becuase I forgot the vocal in the middle.
  8. 02:09:549 (4) - Why is there a triplet here? The music hasn't changed or anything so why use it here when you haven't used it any other places? - Removed
  9. 02:13:328 (4,5) - I think you could add some more 1/4's in kiai to make the kiai stand out more.. At least as it is now, the 1/4 patterns come very sudden and unexpected - Maybe but I find it's really not that difficult to catch these no matter how surprising. May remove in the future but not sure (Will see what others say).
  10. 02:15:389 - I feel like not mapping this beat seems weird when you've mapped the rest of the kiai in 1/2's - Added a note
  11. 02:29:358 (3,4) - 02:33:252 (5,6) - 02:36:687 (3,4) - You could add dashes to the vocals here - Nah as I was really wanting to jump only with the melody of the music.
  12. 02:40:351 (3,4,5,6,7) - I can't hear any 1/4's here? o.O - Removed
  13. 02:57:984 - You might wanna add a note here since you mapped the rest of the kiai as 1/2's or at least make it a slider like you did here 02:58:671 (4) - - Done
  14. 03:05:313 - Same as above - yep
  15. 03:09:664 (5) - Maybe make this consitent with 02:55:007 (7,8) - - Nah because it's a bit quieter here and different from previous. (Tbf not sure if I am happy with 02:55:007 (7,8) -)
  16. 03:39:893 - I don't understand what you're following here tbh xD I would just follow the vocal like you did 03:47:221 (1,2,3) - - made more clearer. Yeah I was meant to follow the guitar in the bg.
  17. 03:50:656 - You could also add a note here for vocal :3 - Added :3
  18. 04:06:801 (7) - I don't think a triplet fits here - Removed
  19. 04:08:862 (8) - Same as above - I might try keep this one unless mentioned again just because of the build up it gives
  20. 04:18:023 (6) - You don't have triplets anywhere else in this kiai so you should either try to be more consistent with triplet usage or just remove all - Removed
  21. 04:27:526 (1,2,3,4,5,6,7) - Like, I know it's the end of the map and all but holy the note density suddenly increased and then you suddenly go back to 1/2's again even though the music doesn't change at all - Fixed
ye that's all from me
Thanks for the mod Benny :D
Was really helpful <3
Coming to you next Riari so hold on about another year :^)
Riari
  1. 00:09:206 (1,2,3) - Any reasons for this? It should carry on like 00:08:290 (3,4,5,6) - , it really just feels like you deleted some notes by accident here.
    00:21:114 (3) - Maybe make this a repeater? Quite a snazzy snare on 00:21:343 - and the repeater can work in a curve-esque way too so I think it fits a lot better.
    [*[00:21:801 - Same as 00:09:206 (1,2,3) - here, even if its close to 00:21:114 (3) - which it carries on from, I still think a note would be quite fitting here.
  2. 00:44:473 (2) - feels a bit odd, it's very similar to 00:45:389 (4,1) - which is right after, but the timeline is completely different. 00:44:931 - is active so I'd suggest ending the slider on a passive sound like 00:44:702 - and following what you have at 00:45:389 (4,1) - but with a smaller distance as it is not as intense.
  3. 01:27:984 (1,3) - maybe make sliders like these into circles or repeat sliders? There is a really noticable pick up at this point, but the density here is much smaller in terms of large notes compared to the previous section that is much weaker in comparison (01:26:152 (1,2,3,4,5,6,7,8) - ).
  4. 02:09:549 (4) - This isn't consistent with your previous timeline. Having this here also weakens 02:09:664 (5) - which is a pretty strong note as you have pretty much forced a repeat slider-esuqe pattern here for something that should have larger spacing.
  5. 02:55:007 (7,8) - Both these are 1/4 too long, they clearly end at the previous tick as the sound is very noticable. Work around this and hyper into 02:55:923 (1) - maybe? It's a really strong note and the current pattern doesn't do it justice.
  6. 03:33:023 (3) - 1/2 slider here to fit in with 03:33:481 (4,5) - ? I think it would fit quite well moving into 03:33:481 (4) - instead of a really awkward gap.
  7. 04:27:526 (1,2,3,4,5,6,7) - I understand that this is the kiai but this just seems like a massive mess. There is a big spike in density, then you move back to stuff like 04:30:275 (5) - and 04:32:107 (3) - it makes no sense to throw this in at random.
Topic Starter
WildOne94

Riari wrote:

  1. 00:09:206 (1,2,3) - Any reasons for this? It should carry on like 00:08:290 (3,4,5,6) - , it really just feels like you deleted some notes by accident here.
    00:21:114 (3) - Maybe make this a repeater? Quite a snazzy snare on 00:21:343 - and the repeater can work in a curve-esque way too so I think it fits a lot better. - Done
    [*[00:21:801 - Same as 00:09:206 (1,2,3) - here, even if its close to 00:21:114 (3) - which it carries on from, I still think a note would be quite fitting here. - I'm going to leave this one as I wanted a little break and it works here due to the guitar pattern of following the guitar sound before this.
  2. 00:44:473 (2) - feels a bit odd, it's very similar to 00:45:389 (4,1) - which is right after, but the timeline is completely different. 00:44:931 - is active so I'd suggest ending the slider on a passive sound like 00:44:702 - and following what you have at 00:45:389 (4,1) - but with a smaller distance as it is not as intense. - Following guitar again and little break.
  3. 01:27:984 (1,3) - maybe make sliders like these into circles or repeat sliders? There is a really noticable pick up at this point, but the density here is much smaller in terms of large notes compared to the previous section that is much weaker in comparison (01:26:152 (1,2,3,4,5,6,7,8) - ). - I do this for quite a bit which only follows the vocals to change upon the rhythm of the beatmap or else it will just be 1/2's placed all the time which can get boring and repetitive
  4. 02:09:549 (4) - This isn't consistent with your previous timeline. Having this here also weakens 02:09:664 (5) - which is a pretty strong note as you have pretty much forced a repeat slider-esuqe pattern here for something that should have larger spacing. - I removed this with Benny's mod
  5. 02:55:007 (7,8) - Both these are 1/4 too long, they clearly end at the previous tick as the sound is very noticable. Work around this and hyper into 02:55:923 (1) - maybe? It's a really strong note and the current pattern doesn't do it justice. - Fixed
  6. 03:33:023 (3) - 1/2 slider here to fit in with 03:33:481 (4,5) - ? I think it would fit quite well moving into 03:33:481 (4) - instead of a really awkward gap. - Done
  7. 04:27:526 (1,2,3,4,5,6,7) - I understand that this is the kiai but this just seems like a massive mess. There is a big spike in density, then you move back to stuff like 04:30:275 (5) - and 04:32:107 (3) - it makes no sense to throw this in at random. - Fixed with Benny's mod also
Thanks for the mod Riari :D
Didn't take a year to apply :^)
Absolute Zero
remap kudosu pls
JBHyperion

Absolute Zero wrote:

remap kudosu pls
Can you not
BoberOfDarkness
I gonna be gentle with you Tom as it it's your special wish ^^

00:09:435 (2,4) - head of slider is placed on a weak sound same with tail but reverse is on the strong beat, that's also inconsistent since u only placed sliders on white ticks.
(also this goes with thing above ^ 00:15:618 (4) - )

00:21:801 - feels wierd to leave this unmapped, you didn't left any gap like that before and sound is too strong to be unmapped
00:44:244 - ^

01:00:962 (3) - kinda wierd for triplet, 1/1 slider works better


01:59:129 (1,2,3) - awkward flow and slider on upbeat doesn't fit since starts on downbeats

02:15:389 (7,1) - new stanza and strong beat calls for a hyperdash here

02:22:030 (3) - sliders tail is out of screen, that might be uncomfortable to catch

02:30:046 (4,1) - you might want to move those 2 grids left to be more away from the screen boarder

02:31:191 (4) - move to x:312 to make this in between of (3) and (5).
JBHyperion
implying Wild will ever seriously push this map for ranked lol
Topic Starter
WildOne94

BoberOfDarkness wrote:

I gonna be gentle with you Tom as it it's your special wish ^^ - >///< thank you

00:09:435 (2,4) - head of slider is placed on a weak sound same with tail but reverse is on the strong beat, that's also inconsistent since u only placed sliders on white ticks. - I changed (2) but not (4) as I think I can get away with the cymbal noise that goes on every so often in the drum pattern which I think is loud enough. if (4) is mentioned again though then I will change.
(also this goes with thing above ^ 00:15:618 (4) - ) - ah right I see your point more clearer. I will have a think about it more.

00:21:801 - feels wierd to leave this unmapped, you didn't left any gap like that before and sound is too strong to be unmapped - Added circle note
00:44:244 - ^ - ^

01:00:962 (3) - kinda wierd for triplet, 1/1 slider works better - Didn't change because following lyrics although did delete (2) just before it.


01:59:129 (1,2,3) - awkward flow and slider on upbeat doesn't fit since starts on downbeats - Fixed

02:15:389 (7,1) - new stanza and strong beat calls for a hyperdash here - Done

02:22:030 (3) - sliders tail is out of screen, that might be uncomfortable to catch - Fixed by moving 02:21:572 (2,3,4) - over right a bit

02:30:046 (4,1) - you might want to move those 2 grids left to be more away from the screen boarder - good call

02:31:191 (4) - move to x:312 to make this in between of (3) and (5). - Done
Ty for the mod Bober :D
Absolute Zero
Placeholder #3.
Absolute Zero
Main comment about the kiais is that there’s a lot of flowy movements but i’m kind of missing antiflow. Antiflow could add a special oomph to some of those patterns but I almost never see it in the map itself and I think it could make it more interesting. Instances like 02:55:465 (6) could be accented with gentle antiflow. If this is intentional, that's fine too, but just a heads up.

Unused Files: Sun.png, Thin Bar Strip.png, and Window Frame 2.png

From the RC: Every .wav file must be at least 100ms long to prevent issues with soundcards.
soft-hitnormal.wav and soft-hitnormal7.wav are too short.

00:06:458 (3,4) - Perhaps you want to make this pattern with the snare a little more special by dressing it up with a dash? You do it once in a while and it really stands out here.
00:07:145 (6,1) - I would tone this down a little.
00:14:244 (7,1) - An awfully strong dash for the introduction, don’t you think? Lower distancing.
00:17:450 (3,4) - Same as 00:06:458 (3,4).
00:21:114 (3) - Snare is completely ignored with this slider. Possibly make this a repeat 1/2 slider instead?
00:28:442 (5) - Overkill in terms of spacing. I don’t think there’s a need to go ham on this. I would lower distancing.
00:38:061 (4,1) - The hyper here is a bit strong for something that doesn’t change energy that much. I would lower distance to just make this a dash.
00:41:496 (5,6,1,2) - A bit overkill on the patterns here. I would lower distancing to avoid these hypers near the walls repeatedly as there are no sounds to support this.
00:52:717 (4) - This slider leads to the strong beat. Consider making this a 1/2 slider and then putting a hitcircle on 00:53:175.
00:58:671 (1) - This slider masks the voice you follow at a lot of points.
01:00:962 (2,3,4) - Kinda kills the flow here, don’t you think? I like spacing more along the lines of 00:58:671 (1,2).
01:14:244 (3,1) - Practically no movement here, and it feels kind of weird compared to before.
01:20:656 (1) - Masks the vocal at 01:22:717, which is strangely inconsistent with the rest of the section. Same with 01:22:488 (1).
01:40:809 (1,2,3,4,5,6) - imo these vertical patterns aren’t used very effectively in this situation. I would slant the sliders a bit. My argument is that you’ve used a lot of constant movement before this—and a change in flow would be signifying a buildup, etc., but there’s nothing here at all that’s special or different.
01:46:305 (1,2,3,4,5) - Awfully stagnant pattern here, board-wise.
02:38:519 (5,6) - Feels a little early to bring out the hypers yet.
02:53:404 (6,1) - No need to put a hyper dash here.
03:05:542 (3,4) - Verticality here kind of kills flow, don’t you think?
03:07:259 (3) - This concerns this and 03:07:717 (6): I don’t think the sound here is significant enough to have a special hitcircle pattern that breaks this 1/1 1/2 feel.
03:38:404 (3) - Similar story. If you’re going to follow this sound, there’s one at 03:38:862.
03:46:992 (5,1) - I don’t think this section exactly justifies a hyper dash.
03:49:969 (5,6,1) - Sudden antiflow pattern feels particularly strange here—consider revising this to avoid a sharper movement like this.
03:54:320 (6,1) - Again, save these for the kiai.
03:55:236 (2,3) - Vocals spike up in pitch here—I would make this a dash instead.
03:57:068 (4,5) - ^
04:38:519 (1,2,3,4) - These vertical movements kind of stick out weirdly since you don’t really use those anywhere else for a while.
05:06:916 - I would just put a hitcircle here for the synth.

hope this helps!
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