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t+pazolite - CENSORED!!

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Bara-
My Part from M4M
Next time, please contact me before modding... And I'll only do up to Insane

[General]
2 Custom Diffnames are not allowed!
Prohibited needs to be called something else, as it doesn't indicate difficulty (Maybe something as Master/Terror etc.)

Some diffs have a timing point at 00:00:565 which conflicts the red point in sampleset! This must be fixed ASAP, since it can be really buggy, and is unrankable


Wave hitsounds with possible delay > 5ms:

combobreak.wav
normal-hitfinish69.wav

Hitsounds are inaudible at the start!!!

[Beginner]
00:05:488 (1,2) - Why not make them have the same shape, just as you did with the 2 previous sliders?
01:21:795 (1,1) - While I do understand the reason for the NCs, having combos of 1 in an easy is not recommended. At least remove NC from 01:21:795 (1) - (since 01:26:718 (2) - also doesn;t have NC)

[Easy]
01:11:949 (1,2,3) - This is a rather calm part, so why does this have full 1/1? The rest is almost only 3/1
01:14:411 (1,2) - Blanket the head of (1) with the tail of 2?
01:50:103 (2,3,4) - Just no. The map is almost only 3/1, with an occasional 1/1. Suddenly you have 3/2 notes? Make these into a 3/2 reverse slider since the polarity is really weird for a low diff
-----
Diffspikes, these all require massive rework, this is not acceptable:
00:43:641 (2,3) -
01:02:103 (1,2) -
01:09:488 (1,2) -
01:11:950 (1,2,3) -
01:37:795 (2,3) -
01:50:103 (2,3,4) -


[Normal]
00:19:026 (2,3,4) - Easy is only 3/1. Here you have a 1/2 spam. The gap here is completely broken. If you want to keep it, at least make the sliders start athe white ticks, and not at the red ticks (something like 00:43:641 (2,3,4) - )
00:43:641 (2,3,4) - ^^
01:37:795 (2,3,4,5) - This is completely unacceptable. This part is such a ridiculous diffspike


[Advanced]
The gap from this diff compared to Normal is absolutely insane. Normal uses mostly 3/1, while this spams 3/4 polarities, has 1/3 and 1/4 mixed, and many 1/2. Even though SR doesn't show it, there MUST be a diff between Normal-Advanced. The only reason Normal is hard is because of the diffspikes. I just removed these 3 patterns, and the SR got to 1,3. That is not good
00:07:641 (2) - This is a joke right? 1/4, while the Normal uses 3/1... At least make it a 1/2 slider
00:10:411 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - What on earth happened here? The Normal uses 3/1 sliders, this uses full 3/4, with 3/4 gaps which are really awkward to play. Please change them all into 3/2 reverse sliders, it's way too hard in it's current state
00:19:180 (4) - 1/4 kicksliders in a 2* diff at 190 BPM... This doesn't sound like a good idea does it? Newbies can't handles sliders like these yet, so don''t use them
First Kiai - This part is really good! The rhythm is calm and easy to follow, why not make the rest like that too?
00:44:872 (1,2) - They are both visible at the same time, so they require normal DS (1.00) (or, at least 0.7 since 1.00 doesn't fit on the screen...)
01:08:257 (1,1) - Recovery time is too low'
01:10:718 (3) - Don't use kicksliders in lower diffs!
01:19:334 (1,2,3,1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4) - Refer to above. Also, the NCing here is different (every 3 notes instead of 6) so make it consistent
01:27:641 (3) - Make it 1/2, the sound at the red tick is much stronger
01:37:795 (3) - Kicksliders are hard to predict, don't use them in low diffs
01:47:641 (3) - ^^
01:48:872 (1,2,3,1,2,3) - Refer to above

[Hard]
I hope you're still planning to make more diffs, right? RIGHT?
00:01:795 (3,4,1) - The jump should be between (4,1) and not between (3,4) since (1) has much more emphasis in the song
00:03:334 (2,1) - This plays rather bad due to the kickslider. Why not make it 2 seperate slider?
00:06:718 (1) - What does this slidershape represent?
00:08:872 (4) - There is no sound at the first blue tick, so this shouldn't be 1/4
00:13:334 (2,5) - Naughty overlap
00:19:180 (2,3,4) - No
00:20:257 (6) - NC for kiai start
00:40:565 (2,4) - Bad overlap
01:03:334 (1,1) - ^^
01:02:103 (1,2,3,1,2,3,1,2,3,4,1,2,3,4,5,1,2,3,4) - The advanced only uses 1/1. You use full 1/2 with many triplets
01:07:872 (3) - Who ever told you this is a good idea?...
01:17:334 (5,6) - Drumroll start at the white tick, not at the red tick
01:28:103 (2,3,4) - No
01:50:103 (1) - In the other patterns, you don't have an NC here, make it consistent

[Insane]
00:28:872 (1,2,3) - Quite a harsh flow imo
00:44:257 (3) - Make it either a 1/1 sldier of a 3/2 slider. The slidertick makes a 5/4 sldier feel bad in 100% of the cases
01:09:795 (1,2,3) - Why do you use such a high spacing?
01:33:488 (4,5,1) - Look at the spacing. the jump is between (4,5), not between (5,1), while the latter one is stronger in terms of music
01:43:334 (3,4,1) - ^^
01:44:565 (5,6,1) - ^^

I can expect a huge shitstorm falling over me, like with the Genryuu/MTC drama, but I honestly don't care
This map is not good. The diffs itself all are nice, if spikes are nice, but those are not

  1. Let's start with Beginner, this is like the only solid diff
  2. Easy, it's just full 3/1. Not even 2/1, but 3/1, which is much harder to play, since you only have a 1/1 gap instead of a 2/1 gap. Having some gaps are nice. Currently, it plays like a full 1/1 map, yet 1/1 circles here are seen as ridiculous diffspikes. I'd say remove all 1/1, and make some 3/1 into 2/1, and call this diff beginner. That way it justifies its name. And then the 3 circles at the end are just plain shit. I can't say anything else about it. Having a 3/2 in a normal
    is already really hard, let alone in an easy.
  3. Normal, completely unbalanced. You use mostly 3/1, which is already quite bad for a normal, and then suddenly a few 1/2 spams. Not just one 1/2 slider, multiple circle+sliders, some of them are even offbeat which'll make it really weird for newbies to play. And at one point you have a full 1/1 circle spam, which requires an insane amount of aim, compared to the rest of the difficulty
  4. Advanced, it moreso feels like a Hard with parts from Easy. NC inconsistency, 1/4 usage and similar make it feel really weird. Then the 3/4 part comes, and I'm like, "What is this". The polarity is bad, the looks are rather wonky, but the spread compared to the previous diff is absolute horrible. 3/1 to full 3/4 is not acceptable in any case. I really wonder how this diff is only 2.16*, the spikes should push it to much over 2.5. FYI, I do like the kiais, so that's nice for you, I guess
  5. Hard, one word for you: Spread. This diff is a decent diff as hard, but not compared to Advanced, since the gap is too high. Besides, it has many small overlaps which'll only make me want to forget this map faster
  6. Insane, I really find you spacing interesting. High spacing on soft notes, while the strong sounds get little to no attention. That's cool right? (Feel the sarcasm)
Uhh, at least I like the BG
_DT3
Hmm, might be late, but as promised, I'd mod this o/

[General]
  1. While this is obvious and you at the time I am modding this haven't seen this mod yet, fix the things Bara- has suggested. Your map has really unfitting difficulty spikes and the spread is really uneven
_________________________________________________________________________

Worminator wrote:

  1. Badly structured, random object placement Jumps...
  2. Random spacing changes ^
  3. Hitsound abuse imo Custom Hitsounding
  4. Wrong rythm, totally ignoring triplets, small streams that can be found very often in the song Remember that every mapper maps what he want's, for example if there's a part that can possibly make an streamer i can evade that part with a spinner, all is about mapping styles.
  5. Random jump spam abuse to increase star rating Khe heh heh~ i don't really see the problem of this, cause mostly of the maps haves jumps for make it harder the map so... here's an example Check the diff "it"
  1. I have to say these are really valid points and your replies aren't exactly excuses to it. While you may have fixed this in the previous mods (cause I haven't looked at all of the mods):
  2. 1st point: Jumps are not excuses for random object placement and are not there for making the map unnecessary harder. Heck, you can even see that Fort does not only use random jumps, but in fact also jumps that represent the music judging on consistency, spacing emphasis etc. Here, although the placement of the jumps was rather fine, it just looked like you placed jumps in the higher difficulties to make the map harder than it needs to be, it is 195 BPM for god sake even one of the slower t+pazolite songs.
  3. 2nd point: Same as above
  4. 3rd point: While this isn't exactly a bad thing, this is some extremely overused hitsounding that in some cases does not even have to do with the music. Even if the song sounds memey, that is not a reason to pull out so many hitsounds like that, like, what does "ONII-CHAAN" have to do with censored?
  5. 4th point: While ofc the map depends on the mappers interpretation and on how he wants to map it, the mapper still has to follow the song, if you think that a jump should go somewhere just because you think you like it, even though a stream fits better at that point, means that you should go with the songs rhythm and place the stream and not the jump so tl;dr: You have to follow the songs rhythm instead of doing something that is of your preference but is extremely unfitting
  6. 5th point: Same as above and also, your higher diffs focus mainly on jumps although there are so many places that suggest 1/2. rather than 1/4, heck, if you want the map to be harder, use streams... Strike this, wasn't meant to be
    _________________________________________________________________________
  7. Um, what are those tags? Tags are there for helping to find the map easier, the fact that you might have used hitsounds from those maps or that these maps might have been inspirations to you making this map, it is completely irrelevant to the actual context of the song... Like, what do these tags have to do with the actual song?: Tags: Reol Highscore Monster Freeze DanganRonpa Ooi O2i3 GameOver
  8. I am just saying, technically, Another is harder than Extra, because Another has a higher object density than Extra (Another: 3.36; Extra: 3.31).
    Although this might seem irrelevant to you, the fact Another has a higher object density than Extra means, that in Another you have more objects per second than in Extra, and Extra just has bigger jumps that seemingly even out the spread. That is one of the things that make the spread uneven. PM me about this if you have any other questions, cause I know this might have been confusing
[BEGINNER!!]
  1. 00:17:795 (2) - With sliders like this, you could at least put the red anchor point a bit more closer to the start so that it represents the song more, kinda like this: http://osu.ppy.sh/ss/5874933 where as once the sliderball turns around the edge, there actually is a sound there when it turns, maybe you intended the current one, but that makes the map look more clean imo
  2. Same goes for 00:17:795 (2) - A little bit on 00:38:718 (1) - 01:11:949 (2) - 01:43:949 (1) - 01:48:872 (1) -
  3. Otherwise, good diff
[Easy]
  1. The things that Bara- pointed out
  2. 00:09:180 (2) - This should be 2/1 imo because the sound there is more obvious, plus your previous sliders were 2/1 (1/1 reverse sliders)
  3. 00:04:257 (2) - Same as above
  4. 00:03:026 (1) - Hmm, although these kinda sliders represent the song well, there really is no reason to make it so artsy because 1. You seem to do this at random and don't really try to emphasize anything judging by the fact that you do this at random, so if it doesn't emphasize anything, I'd leave it; and 2. You didn't do this in beginner at all, this can cause for some confusion for beginners. So generally, leave it if there isn't something special in the music
  5. 00:48:565 (2) - There should be a hitcircle 00:49:795 - imo, not the slider tail, so I'd decrease the slider length to 3/1 or 2/1, even if your intention is to follow the scream, it gives for a fitting diff spine (unlike other diff spikes)
  6. 01:50:103 (2,3,4) - Um, this is a really confusing pattern for beginners because you haven't used something like this (a 1/2 hitcircle) in the entire song. Try instead making a repeat slider here
[Normal]
  1. 00:03:026 (1,2,3,4) - Why is this so different than 00:00:565 (1,2) - ? It is very inconsistent for a start and it gives for a weird unfitting diff spike
  2. 00:10:411 (1) - Same as in easy
  3. 00:19:026 (2,3,4) - Although this might represent the song, this is a big diff spike, I think if you'd place a 1/2 slider here 00:19:026 - And then a 1/2 repeat slider here 00:19:334 - it would not be as hard and confusing
  4. 00:59:334 (1) - You sure about this? I think a beginner should have more recovery time than three beats, rather 4 beats, I'd remove the hitcircle
  5. 01:11:949 (1,2,3) - Again, very different from 01:09:488 (1,2,3) - Which represents the rhythm nicer imo
  6. 01:37:795 (2,3,4,5) - Extreme diff spike here, replace it with 2 1/1 sliders should do it
[ADVANCED!!]
  1. Advanced? More like a second normal, advanced is usually there for star ratings like 2.6 - 2.9. Call this diff rather "STANDARD!!"
  2. The suggestion above would be recommended because, like Bara- said, this difficulty and Hard are way to far from one another difficulty-wise. So calling this diff "STANDARD!!" and adding another diff called "ADVANCED!!" at SR 2.8 would be more fitting and is highly recommended.
  3. Tbh, I think this diff is one of the diffs where you can fix rhythm in this spread. You could easier nerf some stuff that fits the rhythm better and still come out at this SR while maintaining a technically easier diff than what you have right now to even out the spread more
  4. 00:05:334 (4,1) - Are you sure about having stacks this early in the song where it is really calm?
  5. 00:07:641 (2) - Although I know that you wanted this to turn out as an advanced diff, it is not recommended in Normal diffs to have a slider repeat more than once, and especially not a 1/4 slider
  6. 00:19:180 (4) - ^
  7. 01:28:103 (4) - ^
  8. 00:18:718 (3,4,5) - I think I even saw you say that you shouldn't have many overlaps in normal diffs, well...?
  9. 01:20:257 (3,1,2,3,4,1) - This part just looks too dense to me and can get confusing for newer players
I'll stop here because at this point I seem to be rambling weird stuff if I do continue.
As mentioned, you need to even out your spread incredibly and need some rework on your map.
I'll probably get some negative backlash from this but idc :P
GL! :)
Plus4j
Very hard,I want mod it. lol
Topic Starter
Zyl
:(

Bara- wrote:

My Part from M4M
Next time, please contact me before modding... And I'll only do up to Insane

[General]
2 Custom Diffnames are not allowed!
Prohibited needs to be called something else, as it doesn't indicate difficulty (Maybe something as Master/Terror etc.)

Some diffs have a timing point at 00:00:565 which conflicts the red point in sampleset! This must be fixed ASAP, since it can be really buggy, and is unrankable


Wave hitsounds with possible delay > 5ms:

combobreak.wav
normal-hitfinish69.wav

Well i copy those hitsounds from ranked maps like Highscore and Get the fuck out

Hitsounds are inaudible at the start!!!

[Beginner]
00:05:488 (1,2) - Why not make them have the same shape, just as you did with the 2 previous sliders? No thanks
01:21:795 (1,1) - While I do understand the reason for the NCs, having combos of 1 in an easy is not recommended. At least remove NC from 01:21:795 (1) - (since 01:26:718 (2) - also doesn;t have NC)

[Easy]
01:11:949 (1,2,3) - This is a rather calm part, so why does this have full 1/1? The rest is almost only 3/1
01:14:411 (1,2) - Blanket the head of (1) with the tail of 2? No blanket suggestions
01:50:103 (2,3,4) - Just no. The map is almost only 3/1, with an occasional 1/1. Suddenly you have 3/2 notes? Make these into a 3/2 reverse slider since the polarity is really weird for a low diff
-----
Diffspikes, these all require massive rework, this is not acceptable:
00:43:641 (2,3) -
01:02:103 (1,2) -
01:09:488 (1,2) -
01:11:950 (1,2,3) -
01:37:795 (2,3) -
01:50:103 (2,3,4) -


[Normal]
00:19:026 (2,3,4) - Easy is only 3/1. Here you have a 1/2 spam. The gap here is completely broken. If you want to keep it, at least make the sliders start athe white ticks, and not at the red ticks (something like 00:43:641 (2,3,4) - )
00:43:641 (2,3,4) - ^^
01:37:795 (2,3,4,5) - This is completely unacceptable. This part is such a ridiculous diffspike


[Advanced]
The gap from this diff compared to Normal is absolutely insane. Normal uses mostly 3/1, while this spams 3/4 polarities, has 1/3 and 1/4 mixed, and many 1/2. Even though SR doesn't show it, there MUST be a diff between Normal-Advanced. The only reason Normal is hard is because of the diffspikes. I just removed these 3 patterns, and the SR got to 1,3. That is not good
00:07:641 (2) - This is a joke right? 1/4, while the Normal uses 3/1... At least make it a 1/2 slider
00:10:411 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - What on earth happened here? The Normal uses 3/1 sliders, this uses full 3/4, with 3/4 gaps which are really awkward to play. Please change them all into 3/2 reverse sliders, it's way too hard in it's current state
00:19:180 (4) - 1/4 kicksliders in a 2* diff at 190 BPM... This doesn't sound like a good idea does it? Newbies can't handles sliders like these yet, so don''t use them
First Kiai - This part is really good! The rhythm is calm and easy to follow, why not make the rest like that too?
00:44:872 (1,2) - They are both visible at the same time, so they require normal DS (1.00) (or, at least 0.7 since 1.00 doesn't fit on the screen...)
01:08:257 (1,1) - Recovery time is too low'
01:10:718 (3) - Don't use kicksliders in lower diffs!
01:19:334 (1,2,3,1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4) - Refer to above. Also, the NCing here is different (every 3 notes instead of 6) so make it consistent
01:27:641 (3) - Make it 1/2, the sound at the red tick is much stronger
01:37:795 (3) - Kicksliders are hard to predict, don't use them in low diffs
01:47:641 (3) - ^^
01:48:872 (1,2,3,1,2,3) - Refer to above

^ I erased this diff, cuz i change a single point of the single map and it became crazy and as i see this is like a hard (cuz was mapped like a hard diff in first place xDD), anyway erased it

[Hard]
I hope you're still planning to make more diffs, right? RIGHT? Nope
00:01:795 (3,4,1) - The jump should be between (4,1) and not between (3,4) since (1) has much more emphasis in the song
00:03:334 (2,1) - This plays rather bad due to the kickslider. Why not make it 2 seperate slider?
00:06:718 (1) - What does this slidershape represent?
00:08:872 (4) - There is no sound at the first blue tick, so this shouldn't be 1/4
00:13:334 (2,5) - Naughty overlap
00:19:180 (2,3,4) - No
00:20:257 (6) - NC for kiai start
00:40:565 (2,4) - Bad overlap I like it
01:03:334 (1,1) - ^^
01:02:103 (1,2,3,1,2,3,1,2,3,4,1,2,3,4,5,1,2,3,4) - The advanced only uses 1/1. You use full 1/2 with many triplets
01:07:872 (3) - Who ever told you this is a good idea?...
01:17:334 (5,6) - Drumroll start at the white tick, not at the red tick
01:28:103 (2,3,4) - No
01:50:103 (1) - In the other patterns, you don't have an NC here, make it consistent

[Insane]
00:28:872 (1,2,3) - Quite a harsh flow imo
00:44:257 (3) - Make it either a 1/1 sldier of a 3/2 slider. The slidertick makes a 5/4 sldier feel bad in 100% of the cases
01:09:795 (1,2,3) - Why do you use such a high spacing?
01:33:488 (4,5,1) - Look at the spacing. the jump is between (4,5), not between (5,1), while the latter one is stronger in terms of music
01:43:334 (3,4,1) - ^^
01:44:565 (5,6,1) - ^^ i like that part

I can expect a huge shitstorm falling over me Meh you are my friend, and actually you modded my map really good, like with the Genryuu/MTC drama, but I honestly don't care Relax~
This map is not good. The diffs itself all are nice, if spikes are nice, but those are not

  1. Let's start with Beginner, this is like the only solid diff
  2. Easy, it's just full 3/1. Not even 2/1, but 3/1, which is much harder to play, since you only have a 1/1 gap instead of a 2/1 gap. Having some gaps are nice. Currently, it plays like a full 1/1 map, yet 1/1 circles here are seen as ridiculous diffspikes. I'd say remove all 1/1, and make some 3/1 into 2/1, and call this diff beginner. That way it justifies its name. And then the 3 circles at the end are just plain shit. I can't say anything else about it. Having a 3/2 in a normal
    is already really hard, let alone in an easy.
  3. Normal, completely unbalanced. You use mostly 3/1, which is already quite bad for a normal, and then suddenly a few 1/2 spams. Not just one 1/2 slider, multiple circle+sliders, some of them are even offbeat which'll make it really weird for newbies to play. And at one point you have a full 1/1 circle spam, which requires an insane amount of aim, compared to the rest of the difficulty
  4. Advanced, it moreso feels like a Hard with parts from Easy. NC inconsistency, 1/4 usage and similar make it feel really weird. Then the 3/4 part comes, and I'm like, "What is this". The polarity is bad, the looks are rather wonky, but the spread compared to the previous diff is absolute horrible. 3/1 to full 3/4 is not acceptable in any case. I really wonder how this diff is only 2.16*, the spikes should push it to much over 2.5. FYI, I do like the kiais, so that's nice for you, I guess
  5. Hard, one word for you: Spread. This diff is a decent diff as hard, but not compared to Advanced (Erased), since the gap is too high. Besides, it has many small overlaps which'll only make me want to forget this map faster
  6. Insane, I really find you spacing interesting. High spacing on soft notes, while the strong sounds get little to no attention. That's cool right? (Feel the sarcasm)
Uhh, at least I like the BG Thanks ;w;
i will check the other ones later
Ashton
hmm, Easy is mapped in 1.1 unrnakable, easies MUST be mapped in 1.0

Beginner diff is weird as each note is seperated by three white ticks, meaning your missing a lot of notes, you can map more beats EVEN without spacing your notes so much

Normal is mapped in 1.0 although easy is mapped in 1.1?
Also cs in normal can be raised

Normal seems a little weird. sv a bit too high 00:09:180 (2,1) - and avoid doing this pattern in normals(big curve slider right above another slider, it just looks messy), overall I don't like this diff, because most of the map is just squigly slider designs, 01:07:026 (1,2) - this can be blanketed, look through your whole map too see places in where you can blanket

Hard difficulty has barely any structure, I would suggest looking at ranked hard difficulties and learn how to map a little bit better, let me point out some stuff

00:00:565 (1,2,3,4,1,1) - the spacing here looks inconsistant, giving it a bad look AND also pretty hard to play,

00:10:411 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,1,2,3) - I know you were going for a curve flow, but imo it can be improved

00:21:949 (2,3) - this is, quite weird, the flow isn't good, and also doesn't look nice, like said before look at other peoples maps and learn from them

00:43:641 (3) - a double reverse is a little bit weird to play, and also at this sv, eh

00:59:334 (1,1,2,3,4,1,2,3,1,2,3,1,2,3,4,1,2,3,1,2) - the notes just go in circles here! Not expressive at all


ok i'm gonna stop there, but final word is that you should learn how to map a little bit better :) It's not a bad diff, it's just fundemental issues and stuff like that!
Topic Starter
Zyl

Whirl wrote:

hmm, Easy is mapped in 1.1 unrnakable, easies MUST be mapped in 1.0

  1. Beat placement should follow the time-distance equality rule.

    ~osu-wiki on GitHub
What i'm saying is that is equal, is fine, isn't unrankable, but if other person mentions it i will change it

Beginner diff is weird as each note is seperated by three white ticks, meaning your missing a lot of notes, you can map more beats EVEN without spacing your notes so much

Good point but i'm not ignoring the Strong beats so isn't really a problem

Normal is mapped in 1.0 although easy is mapped in 1.1? Good catch!

Also cs in normal can be raised Nope

Normal seems a little weird. sv a bit too high 00:09:180 (2,1) - and avoid doing this pattern in normals(big curve slider right above another slider, it just looks messy), overall I don't like this diff, because most of the map is just squigly slider designs Correction: "Alien Sliders", 01:07:026 (1,2) - this can be blanketed, look through your whole map too see places in where you can blanket i don't really like to blanket, if i change something it makes me a really big mess xDD so that's because i don't like to, and the part of the sliders i like them so... meh

Hard difficulty has barely any structure, I would suggest looking at ranked hard difficulties and learn how to map a little bit better The problem here isn't the mapping is the sthetic, let me point out some stuff

00:00:565 (1,2,3,4,1,1) - the spacing here looks inconsistant Remember that in hards you can use just little jumps, only for make it harder or just for follow the song, giving it a bad look AND also pretty hard CUZ IT'S HARD! Just a few joke <- But... i don't see the problem there of the "bad look" and i played it and i don't have any problem while gameplay But i will think about it

00:10:411 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,1,2,3) - I know you were going for a curve flow, but imo it can be improved it's good at it is :3

00:21:949 (2,3) - this is, quite weird, the flow isn't good, and also doesn't look nice, like said before look at other peoples maps and learn from them You have reason, it plays horrible, but what the heck with the other mappers thing?

00:43:641 (3) - a double reverse is a little bit weird to play, and also at this sv, eh Good catch

00:59:334 (1,1,2,3,4,1,2,3,1,2,3,1,2,3,4,1,2,3,1,2) - the notes just go in circles here! Not expressive at all So... the notes haves emotions? A few joke <-, well i think that is good i used that flow on harder difficulties so... it's good!


ok i'm gonna stop there, but final word is that you should learn how to map a little bit better "testplaying" :) It's not a bad diff, it's just fundemental issues and stuff like that! Yeah i am kinda lazy and i don't test play my own maps xDD
Spagett
Great maps, great song, I'd be shocked if you didn't get a rank. I won't nitpick, and I won't ask you to take my advice as seriously as everyone elses (Since I haven't modded in awhile, and I'm not quite as good). I'm only gonna mod XXX!!, and if it's a shit mod in your eyes, don't give me kudosu.

XXX!!
00:08:102 (5,6,7,8,9,10) - These jumps feel inconsistent with the flow of the song. I suggest maybe reduce the spacing by 25%
00:56:948 (6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Please, give this sound. It's so hard to stream without sound. Make the audio on the timing point on the red six Drums, and put (finish) on (6,7,8,1,2,3,4,5,6,7,8) and (clap) on the rest.
01:32:871 (1,2,3,4,5,6,7,8) - This feels like it's just here to make it a seven star. Like, come on. You can do with this one what you will, but like.
Topic Starter
Zyl

Spagett wrote:

Great maps, great song, I'd be shocked if you didn't get a rank. I won't nitpick, and I won't ask you to take my advice as seriously as everyone elses (Since I haven't modded in awhile, and I'm not quite as good). I'm only gonna mod XXX!!, and if it's a shit mod in your eyes, don't give me kudosu.

XXX!!
00:08:102 (5,6,7,8,9,10) - These jumps feel inconsistent with the flow of the song. I suggest maybe reduce the spacing by 25% Good catch...
00:56:948 (6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Please, give this sound. It's so hard to stream without sound. Make the audio on the timing point on the red six Drums, and put (finish) on (6,7,8,1,2,3,4,5,6,7,8) and (clap) on the rest. Again good catch
01:32:871 (1,2,3,4,5,6,7,8) - This feels like it's just here to make it a seven star. Like, come on. You can do with this one what you will, but like. I really doesn't understand this but... i added a triplet xDD
Spagett

Zyl wrote:

01:32:871 (1,2,3,4,5,6,7,8) - This feels like it's just here to make it a seven star. Like, come on. You can do with this one what you will, but like. I really doesn't understand this but... i added a triplet xDD
What I mean is, the jumps aren't really emphasizing the fact is at the "hype" peak, if that makes sense. It just feels like the only reason you put it in the map is because the previous mapping (which is fine how it is) doesn't register as 7*. In fact, by taking them out, you're left with a 6.97*. Instead of mildly increasing the distance spacing in other portions of the song, you've forced the player to make long and large screen jumps. You can do what you want, if you want to maybe increase the following jumps slightly (because whatever jump distance spacing you did there was fine), or by adding streams into the beginning of the song (because not only is it appropriate, it feels weird without it) you can, or you can ignore me. It was just a friendly "hey, maybe you wanna look at this because it doesn't look right to me".

Suggestion to make the beginning harder
00:00:563 (1,2) - 7 single notes (square jumps) [small distance for 1st square, .5 bigger for second], then a stream leading into 00:01:794 (3) -
00:03:025 (1,2) - Similar idea, but without the stream
Everything else is ok
Topic Starter
Zyl

Spagett wrote:

Zyl wrote:

01:32:871 (1,2,3,4,5,6,7,8) - This feels like it's just here to make it a seven star. Like, come on. You can do with this one what you will, but like. I really doesn't understand this but... i added a triplet xDD
What I mean is, the jumps aren't really emphasizing the fact is at the "hype" peak, if that makes sense. It just feels like the only reason you put it in the map is because the previous mapping (which is fine how it is) doesn't register as 7*. In fact, by taking them out, you're left with a 6.97*. Instead of mildly increasing the distance spacing in other portions of the song, you've forced the player to make long and large screen jumps. You can do what you want, if you want to maybe increase the following jumps slightly (because whatever jump distance spacing you did there was fine), or by adding streams into the beginning of the song (because not only is it appropriate, it feels weird without it) you can, or you can ignore me. It was just a friendly "hey, maybe you wanna look at this because it doesn't look right to me".

Good point... in that part of the song the music decreases his intensity

Suggestion to make the beginning harder
00:00:563 (1,2) - 7 single notes (square jumps) [small distance for 1st square, .5 bigger for second], then a stream leading into 00:01:794 (3) -
00:03:025 (1,2) - Similar idea, but without the stream

Good suggestions ^
Everything else is ok
BTW thanks for the kudos and the mod was good!
_DT3
Mind replying to my mod too? :D
Helps me a lot
Topic Starter
Zyl

_DT3 wrote:

Mind replying to my mod too? :D
Helps me a lot
I losed my reply of your mod, but let me try ;w;
Darcsol
M4M request

[General]
  1. Nearly half the map is kiai time. Consider reducing it.
  2. There are unnecessary spaces between 11 and Subterranean in tags. Remove them.
  3. I agree with some modders about the practicality of some hitsounds. What does combobreak, normal-hitclap31, and normal-hitfinish69 hitsounds have anything to do with the song?
  4. 00:30:102 - I highly recommend all diffs to map over the break. The break feels unnecessary as the song's loud tone doesn't allow it.
  5. 00:50:102 - ^ (Why is XXX!! the only diff that doesn't have this break?)
[BEGINNER!!]
  • The diff is fine, but I question its practicality. Playing the diff is boring compared to EASY!!. Make it more interesting like slider shapes in later diffs.
[EASY!!]
  1. 01:09:487 (3) - New combo?
  2. 01:11:948 (5) - ^

[NORMAL!!]
  1. UNRANKABLE 01:50:102 (3) - Part of the slider is more than 50% out of the playing field.
The diff is also fine, but it plays like a faster version of EASY!!. More of the same.

[HARD!!]
  • 01:11:640 (4,1) - Spacing

[INSANE!!]
  1. For an insane diff, a Drain Rate of 6 is too lenient. At least increase it to 7.
  2. 00:00:563 (1,2,3) - Why is the spacing here inconsistent?
  3. 00:06:102 (5,6,1,2) - The over-reliance of this type of pattern feels lazy and limited. I agree with past modders, this pattern doesn't work all the time. You can do so many interesting patterns in this part.
  4. 00:54:794 (1) - I highly consider mapping over the spinner. The spinner feels unnecessary and breaks pacing.
  5. (Optional) 01:18:102 (1) - ^
  6. UNRANKABLE 01:45:794 (5) - Majority of the end slider is more than 50% out of the playing field.
The diff plays fine technically, but it plays like a harder hard diff. Noticing the pattern here?

[ANOTHER!!]
  1. Like INSANE!!, a Drain Rate of 6.5 is too lenient. Increase it to 7.5?
  2. 00:09:179 (1,2,3) - Continuing from INSANE!!, the over-reliance of this pattern feels lazy and limited.
  3. 01:08:256 (1) - Consider mapping over this spinner.
  4. 01:15:333 (5,6) - This is ridiculous. Never in the diff is there like this. Reduce their distance.
  5. 01:18:102 (1) - Consider mapping over this spinner.

I'm not modding the rest of the diffs, because the problems mentioned from past modders are still there. I don't like to be redundant. Instead I tried to find other problems the modders might have missed, but I couldn't ignore all the problems. I highly consider looking back at previous modders, specifically _DT3 and Bara- because I would have repeated exactly what you've rejected from what they said.

I feel like you've overextended yourself. And the map shows. All the diffs feel unpolished. The harder diffs feel too same-y with strange difficulty spikes. I question the practicality of the very hard diffs. Are they really necessary? Because they all feel very similar with the same problems. Then there's XXX!!, but I won't bother it.

I don't like this mod, but it'll do. Good luck, you'll need it.
Topic Starter
Zyl

Darcsol wrote:

M4M request

[General]
  1. Nearly half the map is kiai time. Consider reducing it. Copy+Paste, and if you check on the Github Ranking criteria doesn't say nothing about this, maybe something similar but this, no...
  2. There are unnecessary spaces between 11 and Subterranean in tags. Remove them.
  3. I agree with some modders about the practicality of some hitsounds. What does combobreak, normal-hitclap31, and normal-hitfinish69 hitsounds have anything to do with the song? Check at Highscore & Ooi ;9
  4. 00:30:102 - I highly recommend all diffs to map over the break. The break feels unnecessary as the song's loud tone doesn't allow it. Well the break is good cuz' i put emphasis on the change of the music and vocal, so the music allows it
  5. 00:50:102 - ^ (Why is XXX!! the only diff that doesn't have this break?) Check EXTREME!! & INSANE!! diff
[BEGINNER!!]
  • The diff is fine, but I question its practicality. Playing the diff is boring compared to EASY!!. Make it more interesting like slider shapes in later diffs.
So make diff spikes is better for the players? no thanks, i love it how is it :9

[EASY!!]
  1. 01:09:487 (3) - New combo? Good catch
  2. 01:11:948 (5) - ^

[NORMAL!!]
  1. UNRANKABLE 01:50:102 (3) - Part of the slider is more than 50% out of the playing field.
The diff is also fine, but it plays like a faster version of EASY!!. More of the same.

[HARD!!]
  • 01:11:640 (4,1) - Spacing
the spacing isn't really important on the Hard diffs so...

[INSANE!!]
  1. For an insane diff, a Drain Rate of 6 is too lenient. At least increase it to 7. Did you played it?, it plays horrible
  2. 00:00:563 (1,2,3) - Why is the spacing here inconsistent? I dunno das gud!
  3. 00:06:102 (5,6,1,2) - The over-reliance of this type of pattern feels lazy and limited. I agree with past modders, this pattern doesn't work all the time. You can do so many interesting patterns in this part. I like it
  4. 00:54:794 (1) - I highly consider mapping over the spinner. The spinner feels unnecessary and breaks pacing. It can be hard for players
  5. (Optional) 01:18:102 (1) - ^ Why i will map there? there's nothing important to map
  6. UNRANKABLE 01:45:794 (5) - Majority of the end slider is more than 50% out of the playing field.
The diff plays fine technically, but it plays like a harder hard diff. Noticing the pattern here?

[ANOTHER!!]
  1. Like INSANE!!, a Drain Rate of 6.5 is too lenient. Increase it to 7.5? 7 it's better but good suggestion
  2. 00:09:179 (1,2,3) - Continuing from INSANE!!, the over-reliance of this pattern feels lazy and limited. I like it
  3. 01:08:256 (1) - Consider mapping over this spinner. Why i will map there? there's nothing important to map
  4. 01:15:333 (5,6) - This is ridiculous. Never in the diff is there like this. Reduce their distance. OW! YEAH! i forgot to change dat xDD whoops a little error
  5. 01:18:102 (1) - Consider mapping over this spinner. Why i will map there? there's nothing important to map

I'm not modding the rest of the diffs, because the problems mentioned from past modders are still there. I don't like to be redundant. Instead I tried to find other problems the modders might have missed, but I couldn't ignore all the problems. I highly consider looking back at previous modders, specifically _DT3 and Bara- because I would have repeated exactly what you've rejected from what they said. Check again bud i take everything on the -Bara and _DT3 mods

I feel like you've overextended yourself. And the map shows. All the diffs feel unpolished. The harder diffs feel too same-y with strange difficulty spikes. I question the practicality of the very hard diffs. Are they really necessary? Because they all feel very similar with the same problems. Then there's XXX!!, but I won't bother it. yeah they are cuz look at the diffs progression and with this i can make the players enjoy the map as well

I don't like this mod, but it'll do. Good luck, you'll need it. Future nominator confirmed :9
Net0
Hey there o/, it seems you're open for m4m, map: https://osu.ppy.sh/s/502648

[General]
  1. It seems that you named the difficulty extra lower than expert. EXTRA!! (5,13 stars, 335 notes) EXPERT!! (5,57 stars, 400 notes). The difficulty name for this usually would be the other way, since in most maps, expert usually is a difficulty in-between Insane and Extra.
  2. If you don't feel like doing that way, then at least give the sound voltex diff spread name a chance

    osu!
    1. BASIC
    2. NOVICE
    3. ADVANCED
    4. EXHAUST
    5. INFINITE


[Extra]
    1. Fix blanket 00:21:486 (1,4) - . I'm not suggesting a blanket here, I'm just saying you should fix a blanket you made yourself. http://puu.sh/rb0xO.jpg
    2. ^ 01:47:486 (5,1) - http://puu.sh/rb0JD.jpg
[Expert]
  1. Fix blanket 00:20:256 (1,3) - .

[Extreme]
  1. Most of your difficulties didn't try to make perfect stacks, only the 4* I've seen a few of those. But I recommend stacking this 01:28:409 (4,6) - .

[Master]
  1. Suggestion as well, stack this 01:17:409 (8,6) -

[XXX!]
  1. This looks weird 00:47:333 (1,2,3,4,5) - . http://puu.sh/rb15A.jpg. I have seen the same pattern in a previous difficulty. But there it was more readable as well as looking better. I'm not sure if you should keep it like that. Just, try to fix the stack there or space it a bit more, because right now it looks like a bad stack attempt.

Really small mod, since you're mostly refusing ppl suggestions, so I just pointed what I think it's mostly important as fix and suggestion. Your map is good. Difficulties consistently used linear flow at some parts and jump patterns for emphatic ones. Hitsounds are great as well. Hopefully you will puush this foward in ranking. GL o/
Topic Starter
Zyl

Net0 wrote:

Hey there o/, it seems you're open for m4m, map: https://osu.ppy.sh/s/502648

[General]
  1. It seems that you named the difficulty extra lower than expert. EXTRA!! (5,13 stars, 335 notes) EXPERT!! (5,57 stars, 400 notes). The difficulty name for this usually would be the other way, since in most maps, expert usually is a difficulty in-between Insane and Extra. I didn't knew that... Cool tip, fixed!
  2. If you don't feel like doing that way, then at least give the sound voltex diff spread name a chance

    osu!
    1. BASIC
    2. NOVICE
    3. ADVANCED
    4. EXHAUST
    5. INFINITE

      Thank you i love you ^


[Extra]
    1. Fix blanket 00:21:486 (1,4) - . I'm not suggesting a blanket here, I'm just saying you should fix a blanket you made yourself. http://puu.sh/rb0xO.jpg
    2. ^ 01:47:486 (5,1) - http://puu.sh/rb0JD.jpg
[Expert]
  1. Fix blanket 00:20:256 (1,3) - .

[Extreme]
  1. Most of your difficulties didn't try to make perfect stacks Finally someone notice it!, only the 4* I've seen a few of those. But I recommend stacking this 01:28:409 (4,6) - .

[Master]
  1. Suggestion as well, stack this 01:17:409 (8,6) -

[XXX!]
  1. This looks weird 00:47:333 (1,2,3,4,5) - . http://puu.sh/rb15A.jpg. I have seen the same pattern in a previous difficulty. But there it was more readable as well as looking better. I'm not sure if you should keep it like that. Just, try to fix the stack there or space it a bit more, because right now it looks like a bad stack attempt.

Really small mod, since you're mostly refusing ppl suggestions SOMEONE THAT FINALLY UNDESTANDS WHAT I WANT ;W;, so I just pointed what I think it's mostly important as fix and suggestion <- Fixed all of them. Your map is good ;;;;;;w;;;;;;. Difficulties consistently used linear flow at some parts and jump patterns for emphatic ones <3. Hitsounds are great as well Thanks ;w;. Hopefully you will puush this foward in ranking It will rank babe!. GL o/ GL too!
CernTheLion
Hi, from #modreqs

[General]
  1. Kiai spam is seriously overkill and doesn't fit the song very well, expecially in low diffs (Beginner, Basic and Novice mainly). Remove them since they can confuse newbies
  2. SV in you 'Basic' diff seems really too fast to be almost a Easy diff
[Beginner]
Nothing much to say here
  1. 00:22:717 (2) - fix this slider, since you haven't use that shape in that diff
  2. 00:39:948 - remove kiai part
  3. 01:19:333 - ^
  4. 01:21:794 - ^
  5. 01:24:256 - ^
[Basic]
Nothing to say here too, just remove kiai parts mentioned before

[Novice]
Remove kiai parts
  1. 00:09:179 (2) - this can also be replaced by a slider that ends 00:09:794 - here and a circle 00:10:102 - here, which sounds really better imo
[Advanced]
  1. 00:09:486 (2) - why not a CTRL+G here?
  2. 00:28:871 (4) - a NC here seems good
  3. 01:16:871 (4) - ^
[Another]
  1. 00:08:871 (4) - If I were you I would change this pattern, since the music change from here, and it may also be boring
  2. 00:39:948 (1,2,3,4,1,2,3) - this pattern are mainly different even when the music is exactly the same, I suggest to change 00:39:948 (1,2,3,4) - this...you used it too much, try to change it man
  3. 01:07:871 - missing beat here
  4. 01:16:871 (5) - NC here
  5. 01:43:640 (4) - why this one is rotated? .-.
[Exhaust]
  1. 00:10:409 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3) - really? For whole this time a player have to spin around the screen following the same pattern? That's the most boring thing ever, change that please >.<
  2. 00:44:256 (4) - NC because of SV change
  3. 00:58:409 (1,2,3,4) - in the other diffs you used to start the combo from here 00:58:717 - and the spinner end here 00:58:409 - ,why here is different?
That is all, sorry for the short mod but I'm not good as well to mod the highest diffs yet, cya~
Topic Starter
Zyl

-Bumblebee- wrote:

Hi, from #modreqs

[General]
  1. Kiai spam is seriously overkill and doesn't fit the song very well, expecially in low diffs (Beginner, Basic and Novice mainly). Remove them since they can confuse newbies Actually no, if you listen to the song i only added the kiais on the parts that the music "elevates" its level, so it's gud
  2. SV in you 'Basic' diff seems really too fast to be almost a Easy diff it's 80 of SV, i always map like this and there's no problem with it so... no thanks
[Beginner]
Nothing much to say here
  1. 00:22:717 (2) - fix this slider, since you haven't use that shape in that diff
[Basic]
Nothing to say here too, just remove kiai parts mentioned before

[Novice]
  1. 00:09:179 (2) - this can also be replaced by a slider that ends 00:09:794 - here and a circle 00:10:102 - here, which sounds really better imo It's will be a really badass Difficulty peak, sound better but it can affect the diff difficulty (<-i dunno if this is gud)
[Advanced]
  1. 00:09:486 (2) - why not a CTRL+G here? Meh
  2. 00:28:871 (4) - a NC here seems good No thanks
  3. 01:16:871 (4) - ^No thanks
[Another]
  1. 00:08:871 (4) - If I were you I would change this pattern, since the music change from here, and it may also be boring For me it's good
  2. 00:39:948 (1,2,3,4,1,2,3) - this pattern are mainly different even when the music is exactly the same, I suggest to change 00:39:948 (1,2,3,4) - this...you used it too much, try to change it man The point of this map is not being original, it's being repetitive, and i like how is it so no thanks
  3. 01:07:871 - missing beat here
  4. 01:16:871 (5) - NC here Whoops, fixed
  5. 01:43:640 (4) - why this one is rotated? .-.
[Exhaust]
  1. 00:10:409 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3) - really? For whole this time a player have to spin around the screen following the same pattern? That's the most boring thing ever, change that please >.< yep, and no thanks
  2. 00:44:256 (4) - NC because of SV change I will think about it
  3. 00:58:409 (1,2,3,4) - in the other diffs you used to start the combo from here 00:58:717 - and the spinner end here 00:58:409 - ,why here is different? I need to end the spinner in some place so...
That is all, sorry for the short mod but I'm not good as well to mod the highest diffs yet, cya~
Ashton
how is this not ranked yet, honestly I love it!
Topic Starter
Zyl

Whirl wrote:

how is this not ranked yet, honestly I love it!
jaja thanks, i'm waiting for more mods xDD (just in case xDD Nye heh~)
Ashton
I thought I should a proper mod

also no kudosu because i've been here before

[XXX!]

00:04:179 - add a note here because you added a note 00:01:717 - here, and it's the same sound
00:19:179 (2,3,4) - although this is the hardest diff, the INFINITE difficulty 00:19:179 (2,3,4,5) - this is harder to hit, also the INFINITE difficulty has 00:19:640 (5,6) - two hitcircles here (two clickable beats) while in the XXX diff it has a slider there (one clickable beat) making infinite harder in this area!
00:25:179 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you have two star jumps right after eachother, causing the player into having to do the same shape twice in a row, also with the intense spacing (which i personally like) it really is akward to hit and looks like a jump training difficulty in a sense, so I would suggest make the stars rotate so the player doesn't have to do the same jump twice in a row
00:29:794 (5) - remove this circle, and start a slider here 00:30:025 - and then end the slider at this blue tick, but keep your note 00:30:102 - here (also add the 'beep' hitsound to the head of the slider)
00:49:794 - the rythym your following starts here not 00:50:102 (1) - here, I would suggest just to shorten the spinner and start placing notes 00:49:794 - here as thats when the new instrument starts (It's weird to end a spinner on a new instruement)
00:52:256 (1,2,3,4,5,6,7,8) - this is the slow part of the song, I don't understand why you have this much spacing
01:04:409 - your missing a pretty strong beat here
01:08:256 (1) - this is also like what I said before, the spinner ends on a different instrument then the instrument is was originally following
01:28:102 (1,2,3,4) - this is a 7*, this is nearing the ending of the song, I would put more spacing on here, IF YOU WAN'T THIS TO BE A FUCKING HELL DIFFICULTY WHY THIS SHITTY BABY SPACING THAT FUCKING NOOBS CAN HIT!!! THINK LIKE A BEAST FROM HELL THIS ISN'T KINDERGARTEN
01:29:179 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - this whole space feels underhitsounded, at least raise volume

those are godly hitosunds, nice flowing difficulty

[INFINITE!]

00:00:563 (1,2,3,4,5,6) - the XXX difficulty mapped A LOT more beats than what i'm seeing here, yes I understand that this is supposed to be easier than the HELL difficulty, but honestly I think you should map more beats
00:50:102 - so your gonna map this is master difficulty but not here?


can't find any thing in your other difficulties, good luck with rank
Nowaie
Let's do this
M4M from your queue

All of these are my own personal silly and maybe sometimes helpful opinions


General
IMO the SR between Novice -> Advanced and Advanced -> Another is way too big. Consider on adding difficulties or balancing the spread otherwise. You could get a guest mapper or two to do those diffs.

Check this, even though this is something you should know about already http://w.ppy.sh/1/14/Beatspacing.jpg. The basic idea of beat spacing is important even in difficulties where you would consider the fixed DS to be a minor thing (Experts and higher) this meaning that you don't have to have fixed DS but there would still be a clear difference between a 1/2s and 1/4s

Check that there aren't any unnecessary timing points within the first break. For example 00:38:717 - this isn't needed because there are no notes affected by it as the next timing point which is here 00:39:948 - . (Excluding beginner which has a slider there)

01:51:333 (1) - Imo this should be normally mapped in all of the diffs (excluding 2-3 easiest diffs unless you want to do this to them aswell) because that part doesn't technically have a sound that the spinner would follow. Having the spinner there would mean that 01:48:871 (1,2,3,1,2,3,4,5) - these should be mapped under a spinner aswell. The pro for having it normally mapped would make a great finisher to the map making the end really have a rewarding and impacting feeling when played

Another
00:07:640 (4) - This overlapping feels wrong to me. Try moving the (4) to x200|y263. Having a small space between the sliders would make it look and play better.

00:09:486 (2,3) - The spacing here is incorrect and may be indirectly unrankable. When you have notes spread around to 3.5x DS ( 00:09:179 (1,2) - ) you just can't suddenly change it into under 1x as people most likely think that the notes are like this. This becomes even bigger problem when played with hidden. Increasing the DS to around 1.5x should be enough to fix it.

01:07:640 (3,4,5) - This is somewhat personal for me but i'd suggest you not to stack triplets like this. Using really short DS such as 0.5x-0.6x should do the thing.

01:43:640 (4,1) - Here is one other i'd consider as inconsistnat. Easy fix to this would be you rotating this pattern 01:43:948 (1,2,3,4) - 90 degrees, selection centre CCW

Exhaust
00:08:871 (5,1) - The placement thing again. 1/4s DS, timeline wise 1/2.

00:27:794 (2,3,4,5) - Imo the flow doesn't work between 2|3|4. The 3 is too low to complete the half circle look that you seem trying to make. Moving it up to ~y82 should fix the flow there. And for the 4, it doesn't feel correct to do that roughly 90 degree turn from the 3, not atleast there where it is right now. I'd personally do something like this (The slider pattern) as this would have a little bit better flow overall

01:07:871 - Technically you should map this beat as there is no reason to skip it. It would follow the same beats that the slider's head and tail follows right now and you shouldn't skip easily notable beats in insane diffs

01:09:486 - This should be clickable as this is the major starting beat for the kiai

01:16:871 (6) - This could be NCd as it starts the stream pattern and there is big white tick there anyway and you usually NCd at big white ticks before in the diff

01:47:486 (1) - And this shouldn't be NCd as the slider is part of the ascending three-beat pattern melodically and mapping wise. Best thing imo you should do here is to make the slider into a triplet

Expert
00:05:486 - This beat starts a new pattern melodically so it should be 1. NCd 2. Clickable

00:29:486 (3) - I would change this into a 5 note stream. The reason begin that they have melodical support from the vocals and from the drums (Listen to that part in 25%). You could use kicksliders aswell though

00:56:871 (5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Imo this pattern has really weird placement when compared to the melody and the NCing. For example 00:57:563 (6,7,8) - and 00:57:794 (1,2,3) - patterns like these are used with NCs or heavy beat changes. I'd suggest to NC the stream pattern changes or (preferred) remake the pattern so it emphasizes the beat, meaning that you'd use the notable pattern changes where the song allows you to do so. ( 00:57:179 - 00:57:794 - )

01:16:871 (4) - Should be NCd (Mapped over a big white tick)

XXX
00:01:794 (10,9) - I would personally NC these two as they don't really belong to the same square/fast pattern as the notes before. The melody during the two sliders is little bit different aswell.

00:07:948 - This should be clickable as the sound is somewhat major/differing from the other similiar ones after all. The map is hard enough to have 1/8 kickslider -> note patterns so that wouldn't be a problem

00:09:333 - Imo this should be mapped aswell as you have a similiar sound mapped here 00:09:640 (2) - . Making the (1) a 1/2 reverse slider should be enough

00:21:486 (1,4) - I personally would blanket these but it should be fine like it's now

00:29:179 (2) - Imo this slider pattern doesn't work like this in a 7+* difficulty (After fullscreen jumps like these 00:27:640 (1,2,3,4,5,6,7,8) - works even worse). I'd suggest you to move the (2) further away from the (1) and if you want to, you could mirror the (1) to the (2) like this

Other thing in that same pattern is that these 00:29:563 - 00:29:717 - should be mapped. The reason begin that they have melodical support from the vocals and from the drums (Listen to that part in 25%). You could use kicksliders aswell though (A.k.a same as in expert).

00:40:563 (5,6) - This should have atleast a bit higher DS as people will see the pattern like this.

00:46:871 - This spot could use a 1/4 slider because they are same kind of drum hits that these are following 00:46:102 (1,2) -

01:16:563 (6) - You should move this to here 01:16:409 - so the beat spacing would be correct and just because the beat that is following is exactly the same as here 01:04:102 (6) - it would make sense

01:30:409 (1,4) - Like before, i'd personally blanket these but it's up to you

That's about it. Nice map and hitsounds (though the hitsounds are kinda hard to hear time to time). I'm sorry if the mod isn't as high quality as you wanted as i'm not an expert with jump maps like this one. As long as you have the passion and determination to continue with this project you should be able to get this ranked pretty easily imo.

Good Luck!
Topic Starter
Zyl

Whirl wrote:

I thought I should a proper mod

also no kudosu because i've been here before

[XXX!]

00:04:179 - add a note here because you added a note 00:01:717 - here, and it's the same sound Doesn't goes with the song at all!
00:19:179 (2,3,4) - although this is the hardest diff, the INFINITE difficulty 00:19:179 (2,3,4,5) - this is harder to hit, also the INFINITE difficulty has 00:19:640 (5,6) - two hitcircles here (two clickable beats) while in the XXX diff it has a slider there (one clickable beat) making infinite harder in this area!
00:25:179 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you have two star jumps right after eachother, causing the player into having to do the same shape twice in a row, also with the intense spacing (which i personally like) it really is akward to hit and looks like a jump training difficulty in a sense, so I would suggest make the stars rotate so the player doesn't have to do the same jump twice in a row
00:29:794 (5) - remove this circle, and start a slider here 00:30:025 - and then end the slider at this blue tick, but keep your note 00:30:102 - here (also add the 'beep' hitsound to the head of the slider)
00:49:794 - the rythym your following starts here not 00:50:102 (1) - here, I would suggest just to shorten the spinner and start placing notes 00:49:794 - here as thats when the new instrument starts (It's weird to end a spinner on a new instruement) i follow vocals, and i end the spinner of the correct place so, pass
00:52:256 (1,2,3,4,5,6,7,8) - this is the slow part of the song, I don't understand why you have this much spacing In that part the music increases it's level so, pass
01:04:409 - your missing a pretty strong beat here
01:08:256 (1) - this is also like what I said before, the spinner ends on a different instrument then the instrument is was originally following Meh
01:28:102 (1,2,3,4) - this is a 7*, this is nearing the ending of the song, I would put more spacing on here, IF YOU WAN'T THIS TO BE A FUCKING HELL DIFFICULTY WHY THIS SHITTY BABY SPACING THAT FUCKING NOOBS CAN HIT!!! THINK LIKE A BEAST FROM HELL THIS ISN'T KINDERGARTEN
01:29:179 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - this whole space feels underhitsounded, at least raise volume

those are godly hitosunds, nice flowing difficulty N~♥

[INFINITE!]

00:00:563 (1,2,3,4,5,6) - the XXX difficulty mapped A LOT more beats than what i'm seeing here, yes I understand that this is supposed to be easier than the HELL difficulty, but honestly I think you should map more beats Meh
00:50:102 - so your gonna map this is master difficulty but not here? Whoops


can't find any thing in your other difficulties, good luck with rank
Thanks ;w;
Flezlin
ok m4m or something from ur queue


  • [master]
  1. 00:26:409 (1,2,3,4,5,6,7) - i dont understand why the rhythm here is different from 00:21:486 (1,2,3,4) -
  2. 00:42:102 (7,8) - make these a slider like you did in the previous measure? 00:40:871 (7) -
  3. 00:46:871 - you could've mapped 1/4s here like you did at 00:47:640 (2,3,4,5,6) -
  4. 01:06:256 (3) - this feels really weird, rhythm would fit better like this
  5. 01:10:717 (1,2,3,4,5,6) - the sounds here are pretty strong, maybe try a different pattern from 01:09:640 (1,2,3,4,5,6,7) - or increase spacing more for emphasis
  6. 01:46:409 (1,2,3,4,5,6,7,8) - you could increase these jumps a lot more for emphasis, and especially considering its the end of your map

    [infinite]
  7. 00:27:640 (1) - change this into two circles?
  8. 00:40:871 (4) - why isn't this a slider like 00:42:102 (4) - ? its basically the same sound
  9. 00:52:256 (1) - forgot NC?
  10. 00:57:794 (1,2,3) - the turn here feels a little late, maybe change the corner to 00:57:794 (1) -
  11. 01:13:179 (1,2,3,4) - not really sure what the rhythm here is, maybe try something like this?
  12. 01:14:256 (5,6,1) - this could be confusing with a 1/2 because of the spacing, maybe extend 01:13:794 (4) -
  13. 01:46:409 (1,2,3,4) - this is really underwhelming in comparison to the build up in the song, and especially since its at the end, you could slowly make the jumps larger and slowly build up or something

    [xxx]
  14. 00:10:409 - this part seems really undermapped to me, since even though its the highest difficulty, you still use the same rhythm as all the other difficulties. maybe consider adding a note where the sliderends are, especially when there's stronger sounds starting from 00:15:333 - i guess this goes for similar sections
  15. 00:37:486 - try a spinner here?
  16. 00:43:333 (7,8) - did you mean to make this a 1/4 jump? that's way too extreme lol
  17. 00:49:794 - a spinnerend seems like a really weak way to map this sound, maybe begin with a circle from here
  18. 00:57:794 (1,2,3) - maybe sharp corner on 1 instead? stronger sound there
  19. 01:02:102 (1,1,1,1) - shouldn't you start each of these measures with a 1/1 slider like with 01:00:871 (1) - ?
  20. 01:03:333 (1,2,3,4,5,6) - the pitch goes way lower here, smaller jumps here could reflect that nicely\
  21. 01:13:179 (1,2,3,4,5,6,7) - i'd understand if these jumps were smaller, but this feels overmapped considering the main melody is 1/1s here
  22. 01:15:025 (5,6,7,8,9,10,11) - sounds like stream ended too early, there's still another sound at 01:15:563 -
  23. 01:51:333 (1) - there are a lot of strong sounds here that i feel like should be mapped with more than a spinner, considering its a 7* map

    ok that's all i have, lol, i have no idea how to mod lower difficulties, so i wouldn't be helping anyone by doing that
    GL!
JellyAddiction
Are non-mod things even allowed here? I have no idea how this mapping stuff works.

Anyways, just here to share my most likely shit opinion.

When I first heard the song, I was expecting a super shitstorm of notes and sliders. Decided to play on XXX diff because I wanted the full experience.

To put it bluntly, I found it really boring. As I said earlier, I was expecting crazy garbage so that's probably the reason I feel this way. XXX diff ( the only diff I've bothered to play so far) was just so uninteresting. It was just a few easy sliders, a kinda spaced stream, and a bunch of jumps. Nothing to note here. Nothing to remember for. It feels like you could do so much with this tune, this beat. But all I got were a bunch of 7* jumps. The easy kind, too.

Take a look at t+pazolite - Electric "Sister" Bitch https://osu.ppy.sh/s/441459. It's got (intense? most likely a me thing again) streams, jumps, slider spam, the whole nine yards. It feels fun to play, while the XXX diff of this map is just (to me ofc) dull.

Again, this is most likely just my really shit opinion. It's probably best not to take anything I say to heart. I'm no expert, just a bored 4k looking for something crazy to play I guess.
Ashton

JellyAddiction wrote:

Are non-mod things even allowed here? I have no idea how this mapping stuff works.

Anyways, just here to share my most likely shit opinion.

When I first heard the song, I was expecting a super shitstorm of notes and sliders. Decided to play on XXX diff because I wanted the full experience.

To put it bluntly, I found it really boring. As I said earlier, I was expecting crazy garbage so that's probably the reason I feel this way. XXX diff ( the only diff I've bothered to play so far) was just so uninteresting. It was just a few easy sliders, a kinda spaced stream, and a bunch of jumps. Nothing to note here. Nothing to remember for. It feels like you could do so much with this tune, this beat. But all I got were a bunch of 7* jumps. The easy kind, too.

Take a look at t+pazolite - Electric "Sister" Bitch https://osu.ppy.sh/s/441459. It's got (intense? most likely a me thing again) streams, jumps, slider spam, the whole nine yards. It feels fun to play, while the XXX diff of this map is just (to me ofc) dull.

Again, this is most likely just my really shit opinion. It's probably best not to take anything I say to heart. I'm no expert, just a bored 4k looking for something crazy to play I guess.
tbh zyl, I kind of agree with this guy

there's SO MANY other places where you could have made rhythm more complex, for example: 01:48:102 (2,3,4) - here you are missing many 1/4 if you slow down speed, and could better be replaced with: This, and patterns like these can happen through your whole map


if you want I can make another diff for you, that has all the mapped 1/4.


good luck regardless
Topic Starter
Zyl
I will fix mostly of things tomorrow~ xDD
Adams513

Zyl wrote:

This beatmap was submitted using in-game submission on martes, 4 de octubre de 2016 at 17:02:39

Artist: t+pazolite
Title: CENSORED!!
Source: SOUND VOLTEX III GRAVITY WARS
Tags: Reol Highscore Monster Freeze DanganRonpa Ooi O2i3 Touhou Trent83 Tatsh GameOver alice's emotion Koishi Komeiji sdvx sound voltex iii graviry wars museca ZUN Team Shanghai Alice Blossom Extra stage boss Touhou 11 Subterranean Animism Hartmann's youkai girl reitaisai 13
BPM: 195
Filesize: 8684kb
Play Time: 01:53
Difficulties Available:
  1. ADVANCED!! (2,92 stars, 228 notes)
  2. ANOTHER!! (4,02 stars, 302 notes)
  3. BASIC!! (1,11 stars, 77 notes)
  4. BEGINNER!! (0,73 stars, 42 notes)
  5. EXHAUST!! (4,5 stars, 347 notes)
  6. EXPERT!! (5,56 stars, 405 notes)
  7. EXTREME!! (5,13 stars, 335 notes)
  8. INFINITE!! (6,51 stars, 415 notes)
  9. MASTER!! (6,22 stars, 425 notes)
  10. NOVICE!! (1,54 stars, 90 notes)
  11. XXX!! (7,13 stars, 482 notes)
Download: t+pazolite - CENSORED!!
Information: Scores/Beatmap Listing
---------------
¡Support the artist on his official pages!

Soundcloud | Twitter | ITunes

¡Prepare yourself for the fun!

Are you sure that you can beat this one?


¡DIE!

Here's another hitsound if you doesn't like the yell sound


- Hitsounding as Random as me -

Keh heh heh~


Dedicated to:
Nelson♥


Diff Spread:
-> Such a pussy.
-> Don't be coward.
-> Noob.
-> Here starts the fun! MY FUN
-> huh? OH! you are experienced that much to beat this one! ok go ahead!
-> I be will gentle, just for you!.
-> Wow... you are going too far... please stop...
-> You are just unstoppable! ok GO AHEAD "PRO"
-> YOU ARE PRETTY ANOYING HUH?... HMHM~ GOOD, DIE...
-> KH! BEST FROM ME FOR YOU! A FRIENDLY DEATH!!!!!
-> KEH HEH HEH~ ¡¡TH15 W1LL B3 Y0UR L45T BR34TH DUMB455!!
GAME OVER!!-> %W!HA-T Y=0U 4R3 D01N?G, S=(TO¡!?¡#"?P... ¡Format Complete!...


History (mm/dd/yyyy)
  1. 07/31/2016: Beatmap Submission.
  2. 08/03/2016: Added a new hitsounds.
  3. 08/19/2016: Removed Advanced diff.
  4. 17/09/2016: Re-named diffs.

¡Do your job haters!

¡Hate me all you want!

...You are just too weak...
PLS RANK THIS!!!
Topic Starter
Zyl

Adams513 wrote:

Zyl wrote:

This beatmap was submitted using in-game submission on martes, 4 de octubre de 2016 at 17:02:39

Artist: t+pazolite
Title: CENSORED!!
Source: SOUND VOLTEX III GRAVITY WARS
Tags: Reol Highscore Monster Freeze DanganRonpa Ooi O2i3 Touhou Trent83 Tatsh GameOver alice's emotion Koishi Komeiji sdvx sound voltex iii graviry wars museca ZUN Team Shanghai Alice Blossom Extra stage boss Touhou 11 Subterranean Animism Hartmann's youkai girl reitaisai 13
BPM: 195
Filesize: 8684kb
Play Time: 01:53
Difficulties Available:
  1. ADVANCED!! (2,92 stars, 228 notes)
  2. ANOTHER!! (4,02 stars, 302 notes)
  3. BASIC!! (1,11 stars, 77 notes)
  4. BEGINNER!! (0,73 stars, 42 notes)
  5. EXHAUST!! (4,5 stars, 347 notes)
  6. EXPERT!! (5,56 stars, 405 notes)
  7. EXTREME!! (5,13 stars, 335 notes)
  8. INFINITE!! (6,51 stars, 415 notes)
  9. MASTER!! (6,22 stars, 425 notes)
  10. NOVICE!! (1,54 stars, 90 notes)
  11. XXX!! (7,13 stars, 482 notes)
Download: t+pazolite - CENSORED!!
Information: Scores/Beatmap Listing
---------------
¡Support the artist on his official pages!

Soundcloud | Twitter | ITunes

¡Prepare yourself for the fun!

Are you sure that you can beat this one?


¡DIE!

Here's another hitsound if you doesn't like the yell sound


- Hitsounding as Random as me -

Keh heh heh~


Dedicated to:
Nelson♥


Diff Spread:
-> Such a pussy.
-> Don't be coward.
-> Noob.
-> Here starts the fun! MY FUN
-> huh? OH! you are experienced that much to beat this one! ok go ahead!
-> I be will gentle, just for you!.
-> Wow... you are going too far... please stop...
-> You are just unstoppable! ok GO AHEAD "PRO"
-> YOU ARE PRETTY ANOYING HUH?... HMHM~ GOOD, DIE...
-> KH! BEST FROM ME FOR YOU! A FRIENDLY DEATH!!!!!
-> KEH HEH HEH~ ¡¡TH15 W1LL B3 Y0UR L45T BR34TH DUMB455!!
GAME OVER!!-> %W!HA-T Y=0U 4R3 D01N?G, S=(TO¡!?¡#"?P... ¡Format Complete!...


History (mm/dd/yyyy)
  1. 07/31/2016: Beatmap Submission.
  2. 08/03/2016: Added a new hitsounds.
  3. 08/19/2016: Removed Advanced diff.
  4. 17/09/2016: Re-named diffs.

¡Do your job haters!

¡Hate me all you want!

...You are just too weak...
PLS RANK THIS!!!
Happily to be your first post :)

*Searching BNs*

:)


Ph and the XXX! thingy... is gud~
Renumi
mfw you still haven't removed reol and have "graviry" as opposed to gravity in the tags

Tags: Reol Highscore Monster Freeze DanganRonpa Ooi O2i3 Tatsh GameOver
like these don't have anything to do with the map sure the thematic is the same but??
Topic Starter
Zyl

Renumi wrote:

mfw you still haven't removed reol and have "graviry" as opposed to gravity in the tags

Tags: Reol Highscore Monster Freeze DanganRonpa Ooi O2i3 Tatsh GameOver
like these don't have anything to do with the map sure the thematic is the same but??
Renigar! xDD Reol is gud~ but the "gravity" thingy, i was too lazy to remove it, i was waiting for someone to mention it xDDDDD
Tomori Maru
add to the tags:

chireiden 東方地霊殿 Subterranean Animism th11 ハルトマンの妖怪少女 Hartmann's Youkai Girl 古明地 こめいじ こいし 上海アリス幻樂団
Jean-Michel Jr
Hi there ! Really cool song, I would love to see a ranked version. However, There are a lot of things that I don't like about your mapset. I know you don't listen much to suggestions when they aren't the way you think, but please try to take into account some things when everyone is yelling at you something. Try to accept and learn from criticism.

[General]

Check AiMod in the lower diffs, you have some mapset related problems, I'll let you fix them, you're a big boi, aren't you.

Hum... What are these tags ? Why did you mention so many Fort maps ? I get it, you love him (and I do too) but there is no meaning here. And at the same time you didn't mention something like the music's genre. Maybe you should reconsiderate them ?

A lot of sounds are missed.

There are a LOT ot diffs. That's cool for players of all levels, but that also means they don't really feel unique... That's a problem with Fort's beatmaps too.
(+ it gets harder to rank, I guess) And you managed to have a 1.3* difference AT BEST bewteen ADVANCED!! and the others diffs, with 11 diffs. The gap is huge compared to the other difficulty progression. You have no diffs in the 3 star range and 2 everywhere else !

Up to the ANOTHER diff, you put a break at two times, when the song gets calmer. Good. But then, it's pretty inconsistent, with ANOTHER diff which only has one break, like the 3 hardest difficulties, but not in-between. Plus, I don't understand why you kept this break instead of the other. The music during the first break is pretty interesting and changes from the fiesta during pretty much everything else in the song. I think it would have been better to keep only the second break, and map in the first one in the highest diffs. But that's personal, I guess.

Looks like you reduced your amounts of meme hitsounds, thanks. That's still a bit too much ONNIIIIICHAAAAAN and YAMETEEEEEE for me, but heh. Plus, there are cheers from the crowd when the previous one just finished, I don't know if that's really good, I would like to hear the music as well :L
Sometimes, Hitsounds feel a bit random, too.

Nice combo colours, BG, and map presentation tho ! The timing is solid too.

[BEGINNER!!]

You have a slider that is in the middle of the Kiai 00:44:871 (1) - I don't know if that's a problem, but I wanted to point that out.
Not much to say overall, really really easy diff. Don't know if it was even needed.

[BASIC!!]

Sliders feel really fast for a 1,11*. I don't like the slider shapes, overly complicated... Not much to say here neither, I can't see much flaws with my experience :L

[NOVICE!!]

WOW IZ VERY FAST WOWOWOW
I don't think a new player would feel comfortable with balls going around at the speed of light. I prefer their shapes here, tho. Pretty much the same as BASIC!!.

[ADVANCED!!]

00:09:486 (2,3) - Fix blanket ?

01:09:486 - I would have liked this to be a clickable object, it's the big sound that you try to follow, after all. That concerns all diffs.

01:28:102 (2,3) - I think a repeat slider would be much for fun and readable in such a low difficulty.

[ANOTHER!!]

00:27:640 (1,2,3,4) - Pattern feels weird, you have big spacing between 1/2 and 3/4, but none between 2/3, whereas the song only gets louder and louder.

00:39:948 - to 00:54:102 - I really like this part ! Don't know why, but I like it.

00:58:409 - I think the countdown "3,2,1" should be clickable and stacked, and the note behind have some spacing to announce the kiai time.

01:09:486 (1,2,3) - The overlap is bad imo

[EXHAUST!!]

00:05:486 (1,2,3,4,1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3) - Maybe you should change the flow of this whole section. It only rotates in one direction and is pretty boring, compared to the previous diffs.

00:59:333 (4) - Same thing that for the previous diff

I really like this one !

[EXTREME!!]

Same thing about the flow as before.

00:47:871 (5) - Add a clap hitsound maybe ? Or remove the one on the fourth circle.

01:07:640 (3,4) - I feel like a note on the blue tick is really needed here, no matter how much you ignore the sounds.

I really like the last kiai part !

[EXPERT!!]

00:09:179 (1) - Move the slider a bit down to make it follow the stream well

00:05:333 (7) - NC ?

01:07:794 (6,7) - Why isn't this a triplet ?

[MASTER!!]

Boring flow once again

01:08:025 (7) - I think you didn't place this circle on the right beat.

[INFINITE!!]

from 01:29:179 (1) - to 01:38:717 (5) - Please change the rotation at some point

I don't really like the jump fiesta.

[XXX!!]

This diff is really overkill imo.

00:27:640 (1,2,3,4,5,6,7,8) - doesn't feel amplified as much as the song because the spacing is already soooo big before.

Meh.





Overall I think this mapset is pretty fun, but it could be so much more. And the highest diffs really don't feel very polished and thought.
I'm pretty new to modding so I tried my best to give my thoughts about a song that I love. Please answer, even if you feel like "huh lol this guy is dumb lolololol xDDDDD lol XDDD"
Good luck with your map, and please, don't forget : you are not Fort.
Saileach

Jean-Michel Jr wrote:

Good luck with your map, and please, don't forget : you are not Fort.


You realise that this doesn't matter, just because he is not Fort doesn't mean he can't try to map like him or that might just be his style that is similar to Fort. Don't try to tell someone to change their style, if there are major flaws, yes point them out but don't tell someone to change their style on a personal level, keep mods to a map basis
Jean-Michel Jr
Yeah, I'm sorry, I probably shouldn't have said that. I was kind of pissed of at some things (including the way he responds to mods) but wanted to mod anyway.

It's alright to map like Fort (once again, I like his maps), but I think all the tags related to Fort beatmaps, taking all the same meme hitsounds, doing all the big spreads just like a Fort beatmap... I don't know, I feel like he doesn't have his own style :L It was fun, I love the song, but eventhough I'm not an experienced modder, I felt like I needed to say that at the time. It's really something that came to my mind when I was playing and modding it : I feel like Zyl tries to be Fort... too much... I don't really know...

Sorry ! Should have kept that for myself.
Spagett

Jean-Michel Jr wrote:

I feel like Zyl tries to be Fort... too much... I don't really know...
People can imitate others styles. It's not illegal. Artists did this with painting years before. If you like a style, you should develop it. End of story.
Topic Starter
Zyl
also, thanks paisas4
yup, i tried, this is trash & will remap it~
also, @Jean-Michel Jr ik, so i will try again xDD
Silverboxer
I'm actually really surprised to see this kind of response. Please bother me some time to mod this when you re-do more of the set, I would like to try and help you out a bit. good luck
Topic Starter
Zyl

Silverboxer wrote:

I'm actually really surprised to see this kind of response. Please bother me some time to mod this when you re-do more of the set, I would like to try and help you out a bit. good luck
ik, i was a jerk with my modders~ sorry <3 and thank you, i will happily call ya later~
Jean-Michel Jr
Oh wow, didn't expect that.

Good luck ! I'll check what you do, I really love this music :)
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