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USAO - Chrono Diver -PENDULUMs-(USAO remix)

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Topic Starter
C00L
This beatmap was submitted using in-game submission on piątek, 2 grudnia 2016 at 01:10:32

Artist: USAO
Title: Chrono Diver -PENDULUMs-(USAO remix)
Source: beatmania IIDX 22 PENDUAL
Tags: Nekomata 猫叉 L.E.D.Master+ dnb drum and bass dubstep toshiyuki kakuta 角田利之 naoyuki sato 佐藤直之 chrono breaks drumstep konami bemani
BPM: 184
Filesize: 11597kb
Play Time: 05:10
Difficulties Available:
  1. Everlasting Ticking (5,76 stars, 1401 notes)
Download: USAO - Chrono Diver -PENDULUMs-(USAO remix)
Information: Scores/Beatmap Listing
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Beafowl wrote:

nice map nice song and nice mapper
New mp3 from 26/10/2016 - redownload if you have the version of the map before that date

Thanks to -Tochi for the mp3, without him I couldn't have continued :D

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The diff names comes from the title of the song Pendulum, which can end up going for ever, therefore i assembled a name "Everending Ticking" To refer to non stop time that keeps going and will never stop

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Metadata Source - Thanks HighTec !!! - Metadata from HighTec's set xd

Favourite if you enjoyed :D
_DT3
Ooh, nice
Gl on this :D
Topic Starter
C00L

_DT3 wrote:

Ooh, nice
Gl on this :D
danks :3
Maelstrrom
m4m from your queue

Everending Ticking
  • 00:03:240 (6,6,6,6,6,6,6,3) - spacing could be more consistent. I suggest to increase it progressively
    00:17:588 (1,2) - would replace by more spaced stream
    00:22:479 (1,2,3,4) - 00:22:805 (1,2,3,4) - make them different
    00:27:696 (1,2,3,4,1,2,3,4) - same. Identical parts don't suit here
    00:33:647 (1) - long slider represented by the song poorly and it length seems weird. Would finish it earlier at 00:36:175 - or even 00:34:870 -
    01:32:098 (8,1,2,3,4) - significantly harder than previous 01:30:957 (1,2,3,4) - due to heavier flow and additional 01:32:098 (8) - too much tough cursor shaking. Move 01:32:098 (8) - away from this flow pattern (example: 01:31:935 (7) - x:194, y:234. 01:32:098 (8) - x:10, y:311)
    01:57:696 (2,3,4,5,6,7) - readability is a bit confusing
    02:01:446 - robotic voice could be represented by the next fast slider
    02:10:903 (4,5) - Ctrl+G fits better and consistent with the other used flow patterns
    02:14:490 (3) - stack with 02:14:001 (1) - end
    02:28:348 (1) - need some preparation. Unite the corresponding sound 02:25:740 (1,2,3) - into 1 slower & shorter slider
    02:53:783 - 02:57:696 - better do not skip that strong beat. Inconsistent at least with 02:54:435 (1,1) - and which more important 02:43:348 (7,8,9,10) - here it is 02:43:348 (7)
    04:42:370 (6,7,1) - more distance for emphasis ?
    04:43:838 (6) - same
    04:59:653 - why the slider's end isn't here ? Following space is empty.
Good luck!
hi-mei
ayyy
Topic Starter
C00L

-himei wrote:

ayyy

Ayyy
Topic Starter
C00L

Maelstrrom wrote:

m4m from your queue

Everending Ticking
  • 00:03:240 (6,6,6,6,6,6,6,3) - spacing could be more consistent. I suggest to increase it progressively i see no point its already consistent as it is, and a graduall increase wont fit, since its the same thing over and over xd
    00:17:588 (1,2) - would replace by more spaced stream the 1/4 sounds are really faint and are only building up so i see no reason to increase the spacing just to make it harder. i gradually increase the stream ds as it gets into the later section when it builds up, here i see no point
    00:22:479 (1,2,3,4) - 00:22:805 (1,2,3,4) - make them different wut, they are different to represent the change in sounds i change the angle at which they are facing, again no need for a ds boost since its really faint still
    00:27:696 (1,2,3,4,1,2,3,4) - same. Identical parts don't suit here ^
    00:33:647 (1) - long slider represented by the song poorly and it length seems weird. Would finish it earlier at 00:36:175 - or even 00:34:870 - spinner* xd and sure
    01:32:098 (8,1,2,3,4) - significantly harder than previous 01:30:957 (1,2,3,4) - due to heavier flow and additional 01:32:098 (8) - too much tough cursor shaking. Move 01:32:098 (8) - away from this flow pattern (example: 01:31:935 (7) - x:194, y:234. 01:32:098 (8) - x:10, y:311) it follows a pattern of back and forth and then jumpy
    01:57:696 (2,3,4,5,6,7) - readability is a bit confusing nobody from the testplays missed on this, this is actually easy to read compared to a later section
    02:01:446 - robotic voice could be represented by the next fast slider sure i woudn't add a fast slider doe since that would be bad imo, i just shortened 02:01:283 (1) -
    02:10:903 (4,5) - Ctrl+G fits better and consistent with the other used flow patterns no it isnt xd, its so much more weird to hit since then 02:10:903 (4) - this is really unatural to hit
    02:14:490 (3) - stack with 02:14:001 (1) - end why would i do that, it would create uneccessary overlaps
    02:28:348 (1) - need some preparation. Unite the corresponding sound 02:25:740 (1,2,3) - into 1 slower & shorter slider done something else that fits imo but nice idea
    02:53:783 - 02:57:696 - better do not skip that strong beat. Inconsistent at least with 02:54:435 (1,1) - and which more important 02:43:348 (7,8,9,10) - here it is 02:43:348 (7) tru
    04:42:370 (6,7,1) - more distance for emphasis ? sure
    04:43:838 (6) - same this already has a lot of emphasis
    04:59:653 - why the slider's end isn't here ? Following space is empty. drain time reasoning xd needs to be 5min
Good luck!
danks
Vivyanne
gl with le map
ill mod it sometime

btw extend last slider it is not 5min yet
Topic Starter
C00L
spinner* and danks
headphonewearer
nice
Topic Starter
C00L
dank for ster
Kanye
Hi o/

M4M from your queue

This is all my personal opinion, I may be wrong.

[Everending Ticking]
(*) 00:04:870 (1,2) - Avoid this overlap, doesn't look good. Try and place (2) so it ends on where (1) ended. Like this
(*) 00:10:088 (1,2) - Again here.
(*) 00:13:511 (5) - Stack head on the head of the previous (1).
(*) 00:13:675 (1) - Remove NC
(*) 00:14:979 (1) - ^
(*) 00:16:283 (1) - ^
(*) You can see a pattern.
(*) 00:14:001 (2) - NC
(*) 00:15:305 (2) - ^
(*) Your NCs here seem out of place, there's no need to NC these notes as the SV is consistent and it isn't difficult to read the jump
(*) 00:19:707 (5) - Stack on previous (1)
(*) 00:20:685 (3) - Stack on previous (7)
(*) 00:23:620 (3) - Stack on tail of previous (1)
(*) 00:32:261 (1) - Stack on (5)
(*) A lot of stacking issues, where notes overlap. Just run through and make sure there aren't any overlaps, and try stack more.
(*) 01:00:957 (4) - Blanket around previous (2)
(*) 01:04:870 (1) - Stack head on head from 01:03:892 (2) -
(*) 01:43:838 (2,1) - You can make this cleaner, make it blanket (2)
(*) 01:48:566 (1) - I think a SV of 2 is too much for this slider, it is pretty fast for its length. Try 1.7
(*) 01:53:783 (1) - Again
(*) 02:21:338 (1) - Remove NC and reduce DS, possibly to 1.0x like you had it. I really see no emphasis here.
(*) 02:28:348 (1,1,1,1,2,3,4,1) - Silence the tails, doesn't sound nice to me.
(*) 02:40:088 (5) - NC
(*) 02:42:696 (5) - ^
(*) 02:45:305 (5) - ^
(*) 02:47:914 (5) - ^ You can see where I'm going with this. NC all the (5)s that are like this.
(*) 04:18:077 (2) - Try stack on the previous (6), or repositition so there's no overlap.
(*) 04:49:707 (3) - Same here, try avoid the overlap with (1)
(*) 04:53:457 (1,2,3,4,5) - This very hard to read and aim, even though it's doable I don't see it being very popular. You're gonna have a lot of map people breaking before the end lmao. Maybe keep the curve but avoid it looping back on itself.

Overall a VERY good map, I'm sure this'll get ranked sometime soon. Again this is all my opinion, you don't need to take any of this advice, maybe I'm wrong, but this is what I found. Anyway, here's my map https://osu.ppy.sh/s/377148

Good luck :D
deadpon3
Hey, m4m :)

Everending Ticking

00:03:240 (6,7) - I suggest to edit it like this: http://puu.sh/rxEn5/cfb3bf27e8.jpg Looks pretty :3
00:59:653 (1,2) - Overall, I don't like how the flow gets reversed here, it felt pretty strange seeing it on the right side, I expected it to continue flow after the repeater. My suggestion is, rotate 00:59:001 (1,1,1,1,1) - like this: https://osu.ppy.sh/ss/6246090 then place 01:00:142 (2) - below it so flow stays smooth. It also fixes reading issue on the pause between 01:00:142 (2,1) - by overlaping them. Way easier to read.
01:01:446 (5,1) - Same issue with reading this as above.
01:03:892 (2) - Hmmm, Ctrl+J?
01:25:740 (1,2,3,4,5) - Okay, so uhh, this is pretty hard to read since spacing doesn't tell you anything about the rhytm, maybe place double kicks 01:25:740 (1,2) - closed to each other so players know they are 1/4? I'd personally do that throught the whole section. https://osu.ppy.sh/ss/6246145
02:28:348 (1) - Why not separate it into 2 sliders? There is a kick at 02:30:957 and it's totally ignored.
03:41:392 (1,2,3,4,5) - Again spacing is very confusing, try the thing I mentioned before.
04:53:620 (3,4,5) - I could barely see it's going this way xd Maybe change the direction? 04:53:702 (4) - being stacked with 04:53:376 (4) - is a bit confusing.

That's all I found, sorry it's pretty short mod but the way you mapped it doesn't really let me mention thing I would normally do (like weird shapes, not natural flow, blankets, overlaps and general problems). Really good, stunning map, good luck Ziomeczku :D
Topic Starter
C00L

Kanye wrote:

Hi o/

M4M from your queue

This is all my personal opinion, I may be wrong.

[Everending Ticking]
(*) 00:04:870 (1,2) - Avoid this overlap, doesn't look good. Try and place (2) so it ends on where (1) ended. Like this this is a overlap pattern dud, and it looks fab
(*) 00:10:088 (1,2) - Again here. ^
(*) 00:13:511 (5) - Stack head on the head of the previous (1). i don't stack
(*) 00:13:675 (1) - Remove NC 00:13:675 - see these sounds that are given off by these sldiers i feel like emphasizing them with a nc is much much more better than emphasizing it here, 00:14:001 (2) - since basicly nothing changes. Also since the new seciton starts at 00:12:696 (1) - a slider like this i wanted to keep consistency that every slider is nc'ed like this one was, so this makes sense both emphasis wise and aesthetically.
(*) 00:14:979 (1) - ^
(*) 00:16:283 (1) - ^ ^^
(*) You can see a pattern. i hope you do too :P
(*) 00:14:001 (2) - NC
(*) 00:15:305 (2) - ^ ^^
(*) Your NCs here seem out of place, there's no need to NC these notes as the SV is consistent and it isn't difficult to read the jump above exaplined xd
(*) 00:19:707 (5) - Stack on previous (1) i dont use stacks aaaa, dude by this time you should recognise that those "bad" overlaps that you are saying are my mapping style and they are consistent, not every overlap is bad yeno if its planned out well
(*) 00:20:685 (3) - Stack on previous (7)
(*) 00:23:620 (3) - Stack on tail of previous (1)
(*) 00:32:261 (1) - Stack on (5)
(*) A lot of stacking issues, where notes overlap. Just run through and make sure there aren't any overlaps, and try stack more. sigh
(*) 01:00:957 (4) - Blanket around previous (2) ?
(*) 01:04:870 (1) - Stack head on head from 01:03:892 (2) -
(*) 01:43:838 (2,1) - You can make this cleaner, make it blanket (2) where do you see a blanket x)
(*) 01:48:566 (1) - I think a SV of 2 is too much for this slider, it is pretty fast for its length. Try 1.7 pew sound, below that not fast enough xd
(*) 01:53:783 (1) - Again whispers: its a sv pattern xd
(*) 02:21:338 (1) - Remove NC and reduce DS, possibly to 1.0x like you had it. I really see no emphasis here. wubby sound is the same so i kept jumping same
(*) 02:28:348 (1,1,1,1,2,3,4,1) - Silence the tails, doesn't sound nice to me. tru
(*) 02:40:088 (5) - NC
(*) 02:42:696 (5) - ^
(*) 02:45:305 (5) - ^
(*) 02:47:914 (5) - ^ You can see where I'm going with this. NC all the (5)s that are like this. its the same sounds over and over again so i mean a nc woudnt fit here at all since nothing changes
(*) 04:18:077 (2) - Try stack on the previous (6), or repositition so there's no overlap. its a overlap pattern aaaaaaa
(*) 04:49:707 (3) - Same here, try avoid the overlap with (1) ^
(*) 04:53:457 (1,2,3,4,5) - This very hard to read and aim, even though it's doable I don't see it being very popular. You're gonna have a lot of map people breaking before the end lmao. Maybe keep the curve but avoid it looping back on itself. nop it fits since new sounds come into play and it makes a lot of sense changing the angles and ds up a bit since it gets more intense as it reaches the end

Overall a VERY good map, I'm sure this'll get ranked sometime soon. Again this is all my opinion, you don't need to take any of this advice, maybe I'm wrong, but this is what I found. Anyway, here's my map https://osu.ppy.sh/s/377148 thank you those "I'm sure this'll get ranked sometime soon." makes me feel warm inside :)

Good luck :D
A lot of red from me but dont worry about it too much, since everything i map usually has its reason i dont map for random stuff so i think through everything before i even place the notes :P Also for your future mods dont repeat the same thing over and over again since theres a high chance that if you find something that you may think isnt correct but he denies it, theres a high chance hell deny all similar suggestions, like what happened here. I havent answered to all points since its mostly the nearest point under the suggestion says that i dont agree with all of the above (thats what it means anyway lo)

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deadpon3 wrote:

Hey, m4m :)

Everending Ticking

00:03:240 (6,7) - I suggest to edit it like this: http://puu.sh/rxEn5/cfb3bf27e8.jpg Looks pretty :3 00:03:077 (5,6,7) - im going with a triangle pattern here 00:03:077 (5,6,7) -
00:59:653 (1,2) - Overall, I don't like how the flow gets reversed here, it felt pretty strange seeing it on the right side, I expected it to continue flow after the repeater. My suggestion is, rotate 00:59:001 (1,1,1,1,1) - like this: https://osu.ppy.sh/ss/6246090 then place 01:00:142 (2) - below it so flow stays smooth. It also fixes reading issue on the pause between 01:00:142 (2,1) - by overlaping them. Way easier to read. i mean i get your point but it really doesnt make a huge difference, besides it flows really nicely as it is already and the circle appearing at the right is something the player is used to already (anti-flow patterns) since they appeared before that section for instance like here 00:55:088 (2) - , so i mean eh, your suggestion also go nicely with me sz
01:01:446 (5,1) - Same issue with reading this as above. what? therers no reading issue at all here the spacing between the 1/2 jumps and the 1/1 gap is different to distinguish the difference
01:03:892 (2) - Hmmm, Ctrl+J? could
01:25:740 (1,2,3,4,5) - Okay, so uhh, this is pretty hard to read since spacing doesn't tell you anything about the rhytm, maybe place double kicks 01:25:740 (1,2) - closed to each other so players know they are 1/4? I'd personally do that throught the whole section. https://osu.ppy.sh/ss/6246145 again its not hard to read and listen to these sounds really closely 01:28:022 (7,8,1) - since thats the reason on 1/4 kicksliders being there
02:28:348 (1) - Why not separate it into 2 sliders? There is a kick at 02:30:957 and it's totally ignored. true and the reason for that is its that theres no follow up sound to that, so it starts at with a sort of whoosh and then its the same, thats why i just missed out creating a new slider for it, also this slider has a turn change at that exact moment to emphasize that part more, since the new sounds kick in here 02:33:566 (1) - not before it :P
03:41:392 (1,2,3,4,5) - Again spacing is very confusing, try the thing I mentioned before. ^
04:53:620 (3,4,5) - I could barely see it's going this way xd Maybe change the direction? 04:53:702 (4) - being stacked with 04:53:376 (4) - is a bit confusing. go to view in the top and enable hit animations youll see that the nc distinguishes the difference between the stream, and its really easy to read. Also new sounds come in so i wanted to emphasize that with it being spaced bigger

That's all I found, sorry it's pretty short mod but the way you mapped it doesn't really let me mention thing I would normally do (like weird shapes, not natural flow, blankets, overlaps and general problems xd). Really good, stunning map, good luck Ziomeczku :D dzieki :P

dank for meds
Yoshimaro
hi from q

x d
00:23:457 (2,4,5) - very cluttered stacking of notes, i would mind 00:23:457 (2,4) - but the varying spacing of the notes in this area is very cluttered

00:24:925 (1) - the element you're trying to capture starts 00:25:088 - , not 00:24:925 - . fill this beat with a hit circle instead. (play on 25%/50% and delete the note to hear)

00:30:142 (1) - ^

00:44:001 - sliderslide hitsound a bit intrusive to the music, maybe lower hitsounds to 5% like you did 00:02:262 - ?

01:16:609 (1,2) - make sliders to be consistent with the rest?

01:21:827 (1,2) - same? these 2 sections are mapped the same way so i guess its alright i just feel like those 2 notes drop the "ayy" vibe

02:15:631 (2) - make slider to emphasize winding noise?

04:22:805 (4,5) - felt overmapped, maybe try a slow slider on 04:22:642 (3) - to cover the time?

04:53:539 (2,3,4,5) - not sure how i felt about this but as long as other testplayers can hit it then thats dope. it looked pretty and complimented the flow of 04:52:805 (5,6,1,2,3,4) - nicely so idk lmao

gl c:
William K
Hi, Mod for Mod.

[Everending Ticking]

  1. 00:13:348 (4) - The sound here is not as strong as 00:13:185 (3) - so I think using almost the same spacing for 00:13:185 (3,4) - is not recommended.
  2. 00:15:631 (4) - Why's the spacing here become smaller than the one you did with 00:15:305 (2) - . I think this is not consistent like the others, inb4 you get the "tshh" sound has a more spacing than the one with the drum hit, and the one you did at 00:14:327 (4) - is good in spacing (it has the biggest spacing between 00:13:675 (1,2,3,4,5,6,7) - ) since it has the "tshh" something sound and drum hit on the same spot and if it's for aethetics, you must've made the one at 00:14:001 (2,3,4) - a fixed shape triangle too. It looks a lot nicer imo, for consistency.
  3. 00:17:588 (1,2) - Since you put the notes, many of them, with a zig-zag patterning 00:15:468 (3,4,5,6) - etc... How about making this has an up and down motion like https://osu.ppy.sh/ss/6256590 rather than making it blanketed with such a short slider and fast one. The flow for this kind of zig zag slider has a good flow.
  4. 00:24:761 (2,1) - I think the one you did here is a mistake, I think the instrument which you put 1/8 starts at 00:25:088 - not 00:24:925 - . And changing this would make consistency between the one you did before at 00:23:457 (2,3) - and the rhythm feels much better.
  5. 00:27:533 (4) - How about making it under number 2 rather than overlapping in such a random way? It looks neater imo.
  6. 00:31:609 (4) - Fix your blanket if you meant to. :3
  7. 00:32:588 (3) - NC-ing here would help players to be aware of SV change.
  8. 01:16:609 (1,2) - Why're these suddenly become a single note, it's more suiting with sliders same with the others. If you're trying to emphasize, the one you did at 01:17:914 (1,2) - must be the same since they have the same sound.
  9. 01:23:783 (1,2,3,4) - Overlaps here made it so hard to read, consider changing it.
  10. 01:38:131 - Be consistent with your SV change, they all sounded the same 01:43:022 (1,1) - but yet you did an increase in SV until 2.00x at 01:43:022 (1,1) - .
  11. 01:50:848 (1) - How about CTRL+G-ing this and 01:51:011 (2) - one by one so that they have a good flow, In my opinion, moving up and downwards with a reverse sided short-stream slider is a bit too hard and it breaks the flow.
  12. 01:57:696 (2) - NC-ing the one here would make people know that it has a 1/1 gap and the SV changes again. You must prioritize NC-ing in a SV map.
  13. 02:41:229 (9) - How about repeating the action at 02:41:066 (8) - since I hear the same sound here?
  14. 03:04:055 (3) - Felt a bit tricky to me, 03:03:403 (5,3) - the one you did here are different and the players must be fast to read this since they usually just repeat the action done if they have the same flow for 1-2 objects for a short slider stream like this.
  15. 03:32:261 (1,2) - The one I said at 01:16:609 (1,2) -
  16. 04:28:348 (1) - Not putting a larger jump here? It felt so high at pitch, also adding a drum-hitclap would be better. There's some kind of drum there.
  17. 04:32:914 (1,2,3,4) - I think this part's calm, until 04:33:566 - but you made a giant spacing for the one here. Consider lowering the spacing here but not lower than the one you did with 04:32:261 (1,2,3) - since they don't sound the same. 04:32:914 (1,2,3,4) - They felt more intense than the 4 notes behind.
  18. 04:53:457 (1,2,3,4,5) - The overlaps you did here for the square is not too fixed, and it's pretty not good to play since they have such a sharp edge.
  19. 04:54:435 (3) - I think adding a Finish sound here (Normal sampleset for default) would sound better, there's a cymbal sound there. And NC-ing would be some help for emphasizing too. And not just for emphasizing, it's also downbeat.

GL~
Topic Starter
C00L

- Yoshimaro - wrote:

hi from q

x d
00:23:457 (2,4,5) - very cluttered stacking of notes, i would mind 00:23:457 (2,4) - but the varying spacing of the notes in this area is very cluttered yea... you're right only one like that too xd

00:24:925 (1) - the element you're trying to capture starts 00:25:088 - , not 00:24:925 - . fill this beat with a hit circle instead. (play on 25%/50% and delete the note to hear) nice

00:30:142 (1) - ^ ^

00:44:001 - sliderslide hitsound a bit intrusive to the music, maybe lower hitsounds to 5% like you did 00:02:262 - ? 5% is way too low, also i still have hs to do so maybe when im making adjustments ill change this but for now 5% is too low

01:16:609 (1,2) - make sliders to be consistent with the rest? nope because these are different than the rest tbh,and it consistent with 01:21:827 (1,2) - also just doing the same thing over and over again is boring af

01:21:827 (1,2) - same? these 2 sections are mapped the same way so i guess its alright i just feel like those 2 notes drop the "ayy" vibe ^

02:15:631 (2) - make slider to emphasize winding noise? nah i prefer a pause here before the next section, also it stops at a wubby sound lo

04:22:805 (4,5) - felt overmapped, maybe try a slow slider on 04:22:642 (3) - to cover the time? nah but yea i agree tbh i left it like that since i wanted a nice harder ting before next section but w/e

04:53:539 (2,3,4,5) - not sure how i felt about this but as long as other testplayers can hit it then thats dope. it looked pretty and complimented the flow of 04:52:805 (5,6,1,2,3,4) - nicely so idk lmao xd

gl c:
---------


William K wrote:

Hi, Mod for Mod.

[Everending Ticking]

  1. 00:13:348 (4) - The sound here is not as strong as 00:13:185 (3) - so I think using almost the same spacing for 00:13:185 (3,4) - is not recommended. its like exatcly the same lol
  2. 00:15:631 (4) - Why's the spacing here become smaller than the one you did with 00:15:305 (2) - . I think this is not consistent like the others, inb4 you get the "tshh" sound has a more spacing than the one with the drum hit, and the one you did at 00:14:327 (4) - is good in spacing (the biggest spacing between 00:13:675 (1,2,3,4,5,6,7) - ) since it has the "tshh" something sound and drum hit on the same spot and if it's for aethetics, you must've made the one at 00:14:001 (2,3,4) - a fixed shape triangle too. It looks a lot nicer imo, for consistency. one thing i dont do is map with ds, xd so my jumps may seem not exatcly the same ds but they play the same role each time being off by a little or more by a little xd, and tbh using ds constantly looks ugly rather than nice
  3. 00:17:588 (1,2) - Since you put the notes, many of them, with a zig-zag patterning 00:15:468 (3,4,5,6) - etc... How about making this has an up and down motion like https://osu.ppy.sh/ss/6256590 rather than making it blanketed with such a short slider and fast one. The flow for this kind of zig zag slider has a good flow. believe it or not i did once have it like that but it was weird to hit 00:18:077 (2) - , so i introduced the circle motion : o, which played much better imo
  4. 00:24:761 (2,1) - I think the one you did here is a mistake, I think the instrument which you put 1/8 starts at 00:25:088 - not 00:24:925 - . And changing this would make consistency between the one you did before at 00:23:457 (2,3) - and the rhythm feels much better. yes you're right but the previous modder beat you to it xdxd
  5. 00:27:533 (4) - How about making it under number 2 rather than overlapping in such a random way? It looks neater imo. its not random jesus, its my style of mapping, legit look through the whole map youll see them everywhere aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
  6. 00:31:609 (4) - Fix your blanket if you meant to. :3 : o how did this happen
  7. 00:32:588 (3) - NC-ing here would help players to be aware of SV change. done stuff
  8. 01:16:609 (1,2) - Why're these suddenly become a single note, it's more suiting with sliders same with the others. If you're trying to emphasize, the one you did at 01:17:914 (1,2) - must be the same since they have the same sound. because using constant sliders is boring also theres a downbeat new vocals etc.
  9. 01:23:783 (1,2,3,4) - Overlaps here made it so hard to read, consider changing it. i'd disagree here with you a bunch, they arent hard to read thats first xdxdxd, also the intensity drop so i mean spacing them out woudnt be a good idea xd
  10. 01:38:131 - Be consistent with your SV change, they all sounded the same 01:43:022 (1,1) - but yet you did an increase in SV until 2.00x at 01:43:022 (1,1) - . mb
  11. 01:50:848 (1) - How about CTRL+G-ing this and 01:51:011 (2) - one by one so that they have a good flow, In my opinion, moving up and downwards with a reversed short-stream slider is a bit too hard and it breaks the flow. its already got good flow xdxd, flow isnt just that it has to face the next slider
  12. 01:57:696 (2) - NC-ing the one here would make people know that it has a 1/1 gap and the SV changes again. You must prioritize NC-ing in a SV map. i dont nc sv changes that often unless its a huge change, i priorotise nc changes that make the beat change and as you hear there there isnt really a change from (1) to (2) just a continuation xd
  13. 02:41:229 (9) - How about repeating the action at 02:41:066 (8) - since I hear the same sound here? not sure what you mean lol 02:41:066 (8,9) - but thats why they have the same spacing xd
  14. 03:04:055 (3) - Felt a bit tricky to me, 03:03:403 (5,3) - the one you did here are different and the players must be fast to read this since they usually just repeat the action done if they have the same flow for 1-2 objects for a short slider stream like this. that is why its ctrl +g since its different to distinguish that, also these patterns arent for a 1st play understanding, once you play it once youll understand the next time you play, that was my intention and tbh its working pretty well, also noone complains on these patterns out of the testplays that i got since they arent really hard to read nor do they require fast reading (thats subjective doe)
  15. 03:32:261 (1,2) - The one I said at 01:16:609 (1,2) - ^
  16. 04:28:348 (1) - Not putting a larger jump here? It felt so high at pitch, also adding a drum-hitclap would be better. There's some kind of drum there. 04:28:185 (3,1) - 2,4x is enough tbh, no need for more about hs thatll come later
  17. 04:32:914 (1,2,3,4) - I think this part's calm, until 04:33:566 - but you made a giant spacing for the one here. Consider lowering the spacing here but not lower than the one you did with 04:32:261 (1,2,3) - since they don't sound the same. 04:32:914 (1,2,3,4) - They felt more intense than the 4 notes behind. its getting the player used to the high end jumps again after a small decrease xd also its building up so i thought why not xd
  18. 04:53:457 (1,2,3,4,5) - The overlaps you did here for the square is not too fixed, and it's pretty not good to play since they have such a sharp edge. i dont map to any shapes omg, also i was going for a more circular ting
  19. 04:54:435 (3) - I think adding a Finish sound here (Normal sampleset for default) would sound better, there's a cymbal sound there. And NC-ing would be some help for emphasizing too. And not just for emphasizing, it's also downbeat. hitsounds later xdxdxdx

GL~
danks guise
LwL
Hey, M4M from your queue

Everending Ticking
  1. 00:02:588 (2) - This slider ends on a stronger sound than it starts on, which isn't really nice. Same for all the other (2) sliders in this section.
  2. 00:03:403 (7,1,7,1,7,1,7,1) - It would be nice if these would be more visually consistent. As it is the kicksliders all overlap a slightly different amount (most noticeable on the first one though, the rest of the ones I checked passes as "good enough" for me).
  3. 00:09:109 (2) - Have it blanket the end of (1) maybe?
  4. 00:12:696 (1,2) - Having the spacing here so much lower than for the rest of the jumps is a bit weird considering (2) is noticeably stronger than (3,4). This repeats a few times in this section.
  5. 01:16:609 (1,2) - Suddenly making these circles seems random
  6. 01:44:653 (3,4) - If you swapped these on the timeline it'd do a nice job of emphasizing the drum hits here, as it is you have much lower spacing leading to the stronger sound which is a bit weird.
  7. 01:47:261 (1,2) - ^ but you'll have to adjust the rest of the pattern
  8. 01:48:892 (1,2) - Here the drum hit is on the start of (2), and (2) is what has lower spacing leading to it.
  9. 01:49:055 (2,1) - Should also have higher spacing, more so than any of the previous ones since (1) starts on a downbeat
  10. 01:49:870 (3,4) - This one's fine
  11. 02:00:631 (4,5) - Maybe make (4) a 1/2 slider in line with the previous 1/4 sliders for that sound?
  12. 02:07:805 (2,3) - I'd suggest making (2) into a slider and (3) into a circle since the white ticks are strongest here, and it'd still work for following the same sound imo.
  13. 02:09:109 (2,3) - ^ etc
  14. 02:28:348 (1) - Would be nicer if it were two sliders imo, skipping over the sound at 02:30:957 feels weird.
  15. 02:58:838 (2) - Should be snapped to the red tick
  16. 03:06:011 (5,3) - Make these into a kickslider with a circle after to be consistent with 03:04:055 (3,4) and not have the downbeat on a sliderend?
  17. 03:11:229 (5,3) - ^
  18. 03:13:838 (5) - ^ etc.
  19. 03:20:522 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1) - I think it'd be better if you would skip over 03:22:316 (3,6,3,6), the general clicking rhythm isn't following the drums, and if you map active objects on ticks with only drums while having the sliders start on ticks without drums and end on ticks with drums it feels weird. There's a new sound from 03:25:740 (1) onwards that's consistently every 1/2, so I think it's fine there.
  20. 04:32:914 (1,2,3,4) - I think these could use a decrease in spacing, as it is they're larger than most jumps in the rest of the ending while being in a very quiet part. I get that you want an increase from the previous notes, I just think it should be a bit less.
  21. 04:36:664 (2) - If you ctrl-g'd this it would probably better fit for the intended emphasis. As it is the jump from (2) to (3) is effectively larger than the following since the effective distance from a kickslider to the next note begins on its head. Maybe check if this occurs in other places as well, I just happened to notice this one.
  22. 04:50:522 (1) - I think if you'd ctrl-h this (and move the sliderhead back to where it was) it'd nicely continue the movement of the previous pattern.
  23. 04:53:376 (4,1,2,3,4,5) - I don't really like this since it's confusing, but I guess it's ok.

Good Luck! :)
Low
- source should be "beatmania IIDX 22 PENDUAL"
- remove the space after -PENDULUMs- because that's how it is in the original game (pendual)
- proper romanised artist should be "Nekomata L.E.D.Master+"
- add "toshiyuki kakuta", "角田利之, "naoyuki sato", and "佐藤直之" to the tags. they are the original composers (led-g and 猫叉master)
- add "chrono breaks" and "drumstep" to tags because it's the official genres of the song. also, add "konami" and "bemani" to tags
- offset 2288 is more accurate. the notes feel pretty late

[Everending Ticking]
- check aimod. lots of unsnapped object ends
- making the AR .2 or so higher would fit this map more due to incredibly fast sliders/patterns
00:02:298 (1) - make the curve on this slider more drastic like you do at 00:06:211 (1) and so on for consistency
00:03:602 (1) - same as above
01:00:504 (1) - i don't agree with your decision to start putting jumps in this section. the song here is not intense enough to warrant the same jumps you've been using in the map previous. the entire portion of the song from here to 01:15:341 (1) is increasing in intensity, so it would be more intuitive for you to re-work this section to make the jumps start off sparse and small, and gradually increase in intensity as the song's intensity increases.
01:11:917 (3) - reverse this for better flow and a cooler pattern
01:20:069 (3,4) - reversing this feels more natural to play
01:52:841 (3) - shorten this to end on the previous red tick. there's a heavy beat in the music there, and there is no beat at where you currently have it
01:55:124 (3,4) - reverse for better flow
01:57:732 (3) - curving this slider in the opposite direction, like this, looks better when coupled with 01:57:895 (4)
02:00:504 (4) - same as above
02:25:776 (1) - end of this isn't snapped to the proper beat
02:27:080 (1) - there's no reason for the slight slowdown on this slider here. it's unnoticeable while playing
03:19:091 (7) - curve in the opposite direction similar to what i mentioned previously
03:19:906 (1) - feels way better and matches the music more if you extend the end of this slider to end on the next blue tick
03:20:558 (1) - this section feels nice with the way you gradually increased the spacing of the jumps to match the rising song intensity. this is something you should consider at 01:00:504 (1) like i said before
03:53:330 (2) - curve in opposite direction
04:00:993 (1,2,3,4,5,6) - this should be mapped to 1/3! i suggest using sliders or NC spam so it's easily readable
04:03:764 (2) - curve in opposite direction
04:11:427 (1,2,3,4,5,6) - same as mentioned previously
04:21:863 (1,2,3,4,5,6,7,8) - map to 1/3
04:54:961 (3) - curve in opposite direction
05:03:602 (1,2,3,4,1,2,3,4) - 1/3

overall, the composition of this map is rather scattered. things aren't too consistent all around, but it feels fun to play. good luck
allein
it's not dnb or drumstep, it's WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB
Topic Starter
C00L

LawL4Ever wrote:

Hey, M4M from your queue

Everending Ticking
  1. 00:02:588 (2) - This slider ends on a stronger sound than it starts on, which isn't really nice. Same for all the other (2) sliders in this section. changed
  2. 00:03:403 (7,1,7,1,7,1,7,1) - It would be nice if these would be more visually consistent. As it is the kicksliders all overlap a slightly different amount (most noticeable on the first one though, the rest of the ones I checked passes as "good enough" for me). o
  3. 00:09:109 (2) - Have it blanket the end of (1) maybe? that got changed above loo
  4. 00:12:696 (1,2) - Having the spacing here so much lower than for the rest of the jumps is a bit weird considering (2) is noticeably stronger than (3,4). This repeats a few times in this section. fair enough changed
  5. 01:16:609 (1,2) - Suddenly making these circles seems random fine ill change it jez ppl
  6. 01:44:653 (3,4) - If you swapped these on the timeline it'd do a nice job of emphasizing the drum hits here, as it is you have much lower spacing leading to the stronger sound which is a bit weird. fair enough
  7. 01:47:261 (1,2) - ^ but you'll have to adjust the rest of the pattern oka, although i liked previous pattern so much better :I
  8. 01:48:892 (1,2) - Here the drum hit is on the start of (2), and (2) is what has lower spacing leading to it. yea but thats spacing just because the sv was changed so itll be different, but vissually they are more or less equal
  9. 01:49:055 (2,1) - Should also have higher spacing, more so than any of the previous ones since (1) starts on a downbeat ^
  10. 01:49:870 (3,4) - This one's fine cool :D
  11. 02:00:631 (4,5) - Maybe make (4) a 1/2 slider in line with the previous 1/4 sliders for that sound? ugh i changed this since we seem to be having different thigns here,
  12. 02:07:805 (2,3) - I'd suggest making (2) into a slider and (3) into a circle since the white ticks are strongest here, and it'd still work for following the same sound imo. ugh nah, i dont think so since the sounds kinda lead onto the (3) so making (2) a slider would make it 1. kinda repetetive and 2. underemphasised : o
  13. 02:09:109 (2,3) - ^ etc ^ d
  14. 02:28:348 (1) - Would be nicer if it were two sliders imo, skipping over the sound at 02:30:957 feels weird. eya, that got changed so long ago owo
  15. 02:58:838 (2) - Should be snapped to the red tick ?
  16. 03:06:011 (5,3) - Make these into a kickslider with a circle after to be consistent with 03:04:055 (3,4) and not have the downbeat on a sliderend? ugh that would not be consistent even if i done it lo , since the other circels get emphasis since the vocals repeat stronger xd
  17. 03:11:229 (5,3) - ^^
  18. 03:13:838 (5) - ^ etc. ^ etc.
  19. 03:20:522 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1) - I think it'd be better if you would skip over 03:22:316 (3,6,3,6), the general clicking rhythm isn't following the drums, and if you map active objects on ticks with only drums while having the sliders start on ticks without drums and end on ticks with drums it feels weird. There's a new sound from 03:25:740 (1) onwards that's consistently every 1/2, so I think it's fine there. o, not changed everything but made changes accordinally
  20. 04:32:914 (1,2,3,4) - I think these could use a decrease in spacing, as it is they're larger than most jumps in the rest of the ending while being in a very quiet part. I get that you want an increase from the previous notes, I just think it should be a bit less. ugh to me the spacing here is perfect sorry :///
  21. 04:36:664 (2) - If you ctrl-g'd this it would probably better fit for the intended emphasis. As it is the jump from (2) to (3) is effectively larger than the following since the effective distance from a kickslider to the next note begins on its head. Maybe check if this occurs in other places as well, I just happened to notice this one. cant find the snapping for that aaa
  22. 04:50:522 (1) - I think if you'd ctrl-h this (and move the sliderhead back to where it was) it'd nicely continue the movement of the previous pattern. hmm idk i like the way its currently since it reflects the music really nicelly imo
  23. 04:53:376 (4,1,2,3,4,5) - I don't really like this since it's confusing, but I guess it's ok. this one is fine :D

Good Luck! :)
Thanks :D

-----------



Low wrote:

- source should be "beatmania IIDX 22 PENDUAL"
- remove the space after -PENDULUMs- because that's how it is in the original game (pendual)
- proper romanised artist should be "Nekomata L.E.D.Master+"
- add "toshiyuki kakuta", "角田利之, "naoyuki sato", and "佐藤直之" to the tags. they are the original composers (led-g and 猫叉master)
- add "chrono breaks" and "drumstep" to tags because it's the official genres of the song. also, add "konami" and "bemani" to tags
- offset 2288 is more accurate. the notes feel pretty late
changed everything except of the timing suggestion since if you listen closely at the one you suggested you can actually hear the metronome click before the actual music starts, and imo the current one i have is fine

[Everending Ticking]
- check aimod. lots of unsnapped object ends fml
- making the AR .2 or so higher would fit this map more due to incredibly fast sliders/patterns done
00:02:298 (1) - make the curve on this slider more drastic like you do at 00:06:211 (1) and so on for consistency done
00:03:602 (1) - same as above eya
01:00:504 (1) - i don't agree with your decision to start putting jumps in this section. the song here is not intense enough to warrant the same jumps you've been using in the map previous. the entire portion of the song from here to 01:15:341 (1) is increasing in intensity, so it would be more intuitive for you to re-work this section to make the jumps start off sparse and small, and gradually increase in intensity as the song's intensity increases. fair enough changed
01:11:917 (3) - reverse this for better flow and a cooler pattern green
01:20:069 (3,4) - reversing this feels more natural to play is this mod going to be full green?
01:52:841 (3) - shorten this to end on the previous red tick. there's a heavy beat in the music there, and there is no beat at where you currently have it oops
01:55:124 (3,4) - reverse for better flow eya
01:57:732 (3) - curving this slider in the opposite direction, like this, looks better when coupled with 01:57:895 (4) o i like
02:00:504 (4) - same as above gren
02:25:776 (1) - end of this isn't snapped to the proper beat oops
02:27:080 (1) - there's no reason for the slight slowdown on this slider here. it's unnoticeable while playing i gradually decreases the sv to lead the player into the slower sliders at 02:28:382 (1) - since i got complaints that that should be done, if someone else thinks this is uneccessary then ill change it back to original :^P
03:19:091 (7) - curve in the opposite direction similar to what i mentioned previously hmm imo this one is kinda not necessary since then it ruins the flow by so much, so far im keeping this since i like it and i think your suggestion will make it unnecessarily awkward to hit
03:19:906 (1) - feels way better and matches the music more if you extend the end of this slider to end on the next blue tick done
03:20:558 (1) - this section feels nice with the way you gradually increased the spacing of the jumps to match the rising song intensity. this is something you should consider at 01:00:504 (1) like i said before eya :D
03:53:330 (2) - curve in opposite direction no then the slider curve would go away from the next hit and thats kinda making it unnecessarily awkward to hit again
04:00:993 (1,2,3,4,5,6) - this should be mapped to 1/3! i suggest using sliders or NC spam so it's easily readable aaaa i dont want to map this to 1/3 it sounds so uneeded anyway and keeping it to 1/4 only would be a better idea imo. Sorry but i won't change this since imo it's a bad thing considering also that this will be the only part where 1/3 comes up. Also theres sounds at 1/4 so i mean its not really wrong if i keep it like that (i tihnk) Again i understand your suggestion but i don't want to go with it. Sorry :///
04:03:764 (2) - curve in opposite direction no again what i said above it will curve in the opposite direction which isnt what i was going for and will ruin the flow
04:11:427 (1,2,3,4,5,6) - same as mentioned previously
04:21:863 (1,2,3,4,5,6,7,8) - map to 1/3
04:54:961 (3) - curve in opposite direction nag i don't like that sorry
05:03:602 (1,2,3,4,1,2,3,4) - 1/3 ^ for all 1/3 mentions

overall, the composition of this map is rather scattered. things aren't too consistent all around, but it feels fun to play. good luck
Imo consistency is good, but overusing it constantly is soo boring imo, that's why i tried variating things a little, idk if i done it good or bad /shrug
Thanks for the mod :D

-----------


InternalLight wrote:

it's not dnb or drumstep, it's WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB WUB
I AGREE!!!!!
Beafowl
Hi, mod because nice map nice song and nice mapper
Everending Ticking
  1. 00:02:296 - the timing point is here, but the first beat starts at 00:02:459 so you should place your timing point at 00:01:155 .
    Applying what I said above you need to add a new timing point at 00:12:730 .
    If you will continue with this mod you should apply the changes because you will get confused I you won't :D
  2. 00:02:296 (1) - Slider ends shoulnd't be on the bigger white ticks so you should move the slider heads to those ticks are change
    this part with two circles.
  3. 00:02:622 (2) - Try to place the clap on the white tick afterwards instead. Do this to all other claps you added.
  4. 00:03:437 (8) - I can't find any beat in the song that represents this slider, so I recommend to replace this with a circle on the red tick.
    Do this to the next sliders too.
  5. 00:23:165 (1) - This finish sounds more like a kick than a finish. Change this to another sound. Try this: http://puu.sh/s6yZX/5b0c9993db.wav
  6. 00:23:165 - Try to reduce the finishes here because it sounds a bit overused. A good example is 00:23:491 (2,3,4) ,
  7. 00:33:600 - I think this sound is pretty important. You should raise the volume here, maybe to 90%, and then add some other finish sound.
  8. 00:36:209 (1) - Spinner is too long, try to reduce it. Also, the spinner end is too close to 00:44:035 (1) , add more distance between them.
  9. 00:53:980 (1,1,1) - I don't think that the NC's are needed here, but you can keep them, just a personal opinion. If you apply those changes
    you need to apply it on 00:59:198 (1,1,1) too.
  10. 01:05:230 (2) - Distance between this object and 01:04:904 (1) is too low, try to increase it.
  11. 01:05:393 (3) - I would change this slider because it takes out the flow imo. Maybe try to do something like this: http://puu.sh/s6Bjz/8097e2030d.jpg
  12. 01:11:752 - You can hear an increasing kick sound, you could hitsound this kick and make it louder.
  13. 01:22:839 (8) - Stack this with the end of 01:22:187 (6)
  14. 01:23:165 (1,2,3,4,1,2,3,4) - As you can hear, the sound becomes lower, so you should decrease the distance. You have actually done that but
    it should be regular, what I mean is the distance decrease between 01:23:165 (1,2,3,4) and 01:23:817 (1,2,3,4) appears immediately, but
    it shouldn't be like that.
  15. 01:36:209 - As I said before, the kick sounds doesn't fit here, I really recommend something different.
  16. 03:08:165 (2) - Try to place this somewhere else for a better flow, maybe something like this: http://puu.sh/s6CGy/7b7915b040.jpg
  17. 03:08:980 (1,2,3) - You are decreasing the spacing here, but you still have the strong sound here, which means that you should have
    more distance here. The strong sound disappears at 03:09:469 which means that the spacing can be lower here, so you can lower the spacing
    at 03:09:469 (1,2,3,4,5) .
  18. 03:15:665 (1) - Use CTRL + J and place 03:15:991 (2) a bit higher for a better flow.
  19. 03:30:991 (1,2) - Stack the sliderends here.
  20. 03:37:513 (1) - Not sure about this, but 03:37:513 (1,2) could be missread as 1/2 notes, so you can increase the spacing of
  21. 03:37:513 (1) a little bit, maybe like this: http://puu.sh/s6D9c/781fb1be42.jpg
  22. 03:59:361 (1) - CTRL + J on this slider and blanket sliderhead with 03:59:198 (3) to get this: http://puu.sh/s6Dyh/d7dde9fba4.jpg
    flows much better imo
  23. 04:09:795 (1) - Almost the same what I said above.
    I just think it's very important that you keep the direction of the sliders to the next object to have the best flow possible. I saw more sliders
    that can be improved like this, so you should watch out for them, I won't tell this again :D
  24. 04:54:470 (1,2) - Increase the spacing here this looks way to less
  25. 04:59:687 (1) - CTRL + H and blanket with sliderhead of 05:00:176 (3)
  26. 04:57:567 (4) - Place this note somewhere else, maybe like this: http://puu.sh/s6EsZ/e49eb8e2b8.jpg
  27. 05:04:904 (3) - Maybe add a long finish sound here? Try this, can also use this for other parts: http://puu.sh/s6ETp/ecb2e22432.wav
nice map pls rank because i really like the song and pueepueee~
gl bro
Zerss
Bubbled!~
Topic Starter
C00L

Zerss wrote:

Bubbled!~
owo
Topic Starter
C00L

Beafowl wrote:

Hi, mod because nice map nice song and nice mapper
Everending Ticking
  1. 00:02:296 - the timing point is here, but the first beat starts at 00:02:459 so you should place your timing point at 00:01:155 .
    Applying what I said above you need to add a new timing point at 00:12:730 . but whats the point of doing that in the first place, its just overcomplicating stuff for no reason xdddd, also the first beat is where it is, the huge bell sound in the beginning is a beat too :P, also called the downbeat and thats where big white ticks should be situated at if possible :D
    If you will continue with this mod you should apply the changes because you will get confused I you won't :D but i didn't D:, inb4 confuse xddd
  2. 00:02:296 (1) - Slider ends shoulnd't be on the bigger white ticks so you should move the slider heads to those ticks are change
    this part with two circles. ^
  3. 00:02:622 (2) - Try to place the clap on the white tick afterwards instead. Do this to all other claps you added. :oooo, changed !
  4. 00:03:437 (8) - I can't find any beat in the song that represents this slider, so I recommend to replace this with a circle on the red tick.
    Do this to the next sliders too. these sliders are to not lose intensity as the other strong slider appears, also leaving it as a circle would be just way too repetetive imo
  5. 00:23:165 (1) - This finish sounds more like a kick than a finish. Change this to another sound. Try this: http://puu.sh/s6yZX/5b0c9993db.wav that's the one i have xddd also its hitfinish since i had another sound that i wanted to use that was a kick and took up that space and i coudn't be bothered going through the hastle of making another sample just to make that sound a kick, if that makes sense
  6. 00:23:165 - Try to reduce the finishes here because it sounds a bit overused. A good example is 00:23:491 (2,3,4) , but it represents the sounds so nicely imo D:
  7. 00:33:600 - I think this sound is pretty important. You should raise the volume here, maybe to 90%, and then add some other finish sound. sure changed to 70% it already had a finish sound and i think it goes well with it xd
  8. 00:36:209 (1) - Spinner is too long, try to reduce it. Also, the spinner end is too close to 00:44:035 (1) , add more distance between them. done
  9. 00:53:980 (1,1,1) - I don't think that the NC's are needed here, but you can keep them, just a personal opinion. If you apply those changes
    you need to apply it on 00:59:198 (1,1,1) too. idk how i feel about this a friend told me a nc spam would be pretty dank here but /shrug, ill keep it for now but if some1 else says that it's unecessary i'll chonge
  10. 01:05:230 (2) - Distance between this object and 01:04:904 (1) is too low, try to increase it. done
  11. 01:05:393 (3) - I would change this slider because it takes out the flow imo. Maybe try to do something like this: http://puu.sh/s6Bjz/8097e2030d.jpg yea i know it was awkward to hit i actually realised this in one of the testplay xdddd, but what i done is just rotated it for a nicer hit
  12. 01:11:752 - You can hear an increasing kick sound, you could hitsound this kick and make it louder. it is hitsounded : o
  13. 01:22:839 (8) - Stack this with the end of 01:22:187 (6) ok
  14. 01:23:165 (1,2,3,4,1,2,3,4) - As you can hear, the sound becomes lower, so you should decrease the distance. You have actually done that but
    it should be regular, what I mean is the distance decrease between 01:23:165 (1,2,3,4) and 01:23:817 (1,2,3,4) appears immediately, but
    it shouldn't be like that. ugh i changed some things maybe that made a difference idk D:
  15. 01:36:209 - As I said before, the kick sounds doesn't fit here, I really recommend something different. i like it doe D:, also i don't have any other sounds that i think would fit
  16. 03:08:165 (2) - Try to place this somewhere else for a better flow, maybe something like this: http://puu.sh/s6CGy/7b7915b040.jpg done
  17. 03:08:980 (1,2,3) - You are decreasing the spacing here, but you still have the strong sound here, which means that you should have
    more distance here. The strong sound disappears at 03:09:469 which means that the spacing can be lower here, so you can lower the spacing
    at 03:09:469 (1,2,3,4,5) . fair enough changed
  18. 03:15:665 (1) - Use CTRL + J and place 03:15:991 (2) a bit higher for a better flow. : o
  19. 03:30:991 (1,2) - Stack the sliderends here. i don't want them stacked here since the spacing would be too small imo
  20. 03:37:513 (1) - Not sure about this, but 03:37:513 (1,2) could be missread as 1/2 notes, so you can increase the spacing of
  21. 03:37:513 (1) a little bit, maybe like this: http://puu.sh/s6D9c/781fb1be42.jpg i just changed to sldiers to keep consistency with the previous thing like this, since circles arent a good idea here apparantly xd
  22. 03:59:361 (1) - CTRL + J on this slider and blanket sliderhead with 03:59:198 (3) to get this: http://puu.sh/s6Dyh/d7dde9fba4.jpg
    flows much better imo ugh i don't like this that much, it kinda ruins the flow with the previous kick sliders
  23. 04:09:795 (1) - Almost the same what I said above.
    I just think it's very important that you keep the direction of the sliders to the next object to have the best flow possible. I saw more sliders
    that can be improved like this, so you should watch out for them, I won't tell this again :D yea i understand your point here but sometimes i like to go with anti flow which adds much more intensity to the music and gameplay which i think is a great thing xd
  24. 04:54:470 (1,2) - Increase the spacing here this looks way to less this section feels kinda not as intense so imo it shoudn't get "as much" spacing as previously, when it gets more intense here 04:57:078 (1) - that's where i increase the spacing again
  25. 04:59:687 (1) - CTRL + H and blanket with sliderhead of 05:00:176 (3) ruins flow imo
  26. 04:57:567 (4) - Place this note somewhere else, maybe like this: http://puu.sh/s6EsZ/e49eb8e2b8.jpg ok
  27. 05:04:904 (3) - Maybe add a long finish sound here? Try this, can also use this for other parts: http://puu.sh/s6ETp/ecb2e22432.wav ooo i liek
nice map pls rank because i really like the song and pueepueee~
gl bro
\:D/ Thank you!!
tejjy
Hi shitty nm coming in hot get ready

The only diff
  1. 00:44:035 Why is the slider aesthetic in this section so edgy? This is the softest, smoothest part of the song, I don't think it warrants shapes like 00:46:643 (1) - or 00:51:861 (1) - but interpretation is up to you.
  2. 01:02:785 (5,1) - this spacing is potentially confusing and used inconsistently with the previous few measures. It does look nice, but you could consider stacking 01:00:176 (2,1) - and 01:01:480 (5,1) - to make it more clear what's going on this time around.
  3. 01:16:643 (1,2) - why the perfect overlap? I think such a visual distinction should reflect something in the music, but you don't seem to use this to reflect some consistent change in the music.
  4. 01:53:817 (1) - I would nerf this *slightly*, you can make it distinct but the sound here isn't THAT pronounced imo. Just my opinion of course.
  5. 01:59:035 (1) - ^
  6. 02:04:252 (1) - ^
  7. 02:01:643 (1) - I like this placement much better. It still feels powerful, but it isn't quite as uncomfortable to play.
  8. 02:15:665 (2,1) - stack this, or unstack 02:27:730 (4,1) - it feels weird to use two different spacings to represent 1/2 gap
  9. 02:28:382 (1,1,1,1,1,2,3,4) - this is fucking sick holy
  10. 03:38:817 (1,2,3,4) - why not making 1 and 3 consistent with 2 and 4 it's all the same repeated sound
  11. 05:04:578 (1,2,3) - I think a short jump down to 2 and then a big jump up to 3 fits the music better and would give this some more oomph.
  12. Ya last kiai seemed fine to me sorry not much to say
Short mod cool map take a star fam
Topic Starter
C00L

tejjy wrote:

Hi shitty nm coming in hot get ready

The only diff
  1. 00:44:035 Why is the slider aesthetic in this section so edgy? This is the softest, smoothest part of the song, I don't think it warrants shapes like 00:46:643 (1) - or 00:51:861 (1) - but interpretation is up to you. hmm i see where you're coming from but yet again slider shapes aren't really that bad here since it again is the softest part of the song, which in return doens't interact with gameplay in any shape or form, also i use much stronger slider shapes that this one later on in the song so i don't think this is such a problem :p
  2. 01:02:785 (5,1) - this spacing is potentially confusing and used inconsistently with the previous few measures. It does look nice, but you could consider stacking 01:00:176 (2,1) - and 01:01:480 (5,1) - to make it more clear what's going on this time around. i don't like stacking as much i try to avoid as much as possible, i do it sometimes, but here it doesn't really change anything if its overlaped like that since i do it really often, also the spacing is different since the sounds are stronger xd
  3. 01:16:643 (1,2) - why the perfect overlap? I think such a visual distinction should reflect something in the music, but you don't seem to use this to reflect some consistent change in the music. sure!
  4. 01:53:817 (1) - I would nerf this *slightly*, you can make it distinct but the sound here isn't THAT pronounced imo. Just my opinion of course. the sounds follow a really strong "gun shot" which imo should get more emphasis on sv that anything else
  5. 01:59:035 (1) - ^
  6. 02:04:252 (1) - ^ ^
  7. 02:01:643 (1) - I like this placement much better. It still feels powerful, but it isn't quite as uncomfortable to play. glad to hear that :D
  8. 02:15:665 (2,1) - stack this, or unstack 02:27:730 (4,1) - it feels weird to use two different spacings to represent 1/2 gap o naiz, changed!
  9. 02:28:382 (1,1,1,1,1,2,3,4) - this is fucking sick holy thank hehei :D
  10. 03:38:817 (1,2,3,4) - why not making 1 and 3 consistent with 2 and 4 it's all the same repeated sound !
  11. 05:04:578 (1,2,3) - I think a short jump down to 2 and then a big jump up to 3 fits the music better and would give this some more oomph. okay
  12. Ya last kiai seemed fine to me sorry not much to say
Short mod cool map take a star fam

Thank you !!
Topic Starter
C00L
changed parts to 1/3 as they should be, changed some flow patterns and placements
self modding kds pls
Vivyanne
i told him to do nothing

kdpls
Topic Starter
C00L

HighTec wrote:

i told him to do nothing

kdpls

Farming simulator 2k16
Cerulean Veyron
the c00lest elite moddu is here

[- - General - -]
  • - The audio.mp3, which is over 320kbps, bitrate is too high! Well since you're an audio-savvy one, convert it out to 192kbps.
    - Pretty much some custom hitsounds on the beatmap folder arent't used, which are: "drum-hitnormal4.wav", "normal-hitclap.wav", and "soft-hitclap2.wav". Judging by the timing setup, you aren't even using D:C4, S:C2, or even a normal sampleset on any part of the difficulty. So I guess it's necessary to delete all three to avoid issues later.

[- - Everending Ticking - -]
  1. 00:04:904 (1,2) - 00:06:209 (1,2) - 00:10:122 (1,2) - Well that's one way to space those two sliders weirdly, and maybe with some overlaps but that suffices good. But really, the distance spacing in-between those is totally different than each other, which makes me feel that it's kinda imbalanced based on visual consistency on both editor and gameplay. So I guess you should start spacing and consisting them by 1.2x or 1.4x on one of these two sliders on each part, and note density equality wouldn't make a big problem.
  2. 00:11:426 (1) - Was the clap hitsound here on purpose? It sounds a bit too quick, or kinda unexpected. If it isn't, removing it would sound neater. If so, I guess that's all up to you.
  3. 00:26:752 (5) - Optional objective: I kinda like the structure of this part if the slider I mentioned here was flipped horizontally, Ctrl + H. And with that, it'd create some pattern that makes the aesthetics more neater and clearer since slider (4) looks too similar to slider (5). So yeah, try using the difference for that. This is just something personal, so it shouldn't be that important... if only you want to make a change.
  4. 00:59:687 (1,1) - The rest of the overlaps were good to be honest, but this one. It's just that the circle is pretty much on a shoddy placement that overlaps the slider, nearly. So a little care for visibility and readability, try moving it somewhere else that suits best than around the current one. You could possibly make some sharpen triangle pattern on this part for sure.
  5. 01:20:882 (2,3) - 01:21:861 (5,6) - Nearly the same this for the increase spacing, but here. You could've completed some great pattern by pairing the distance spacing in-between the sliders on the track. So I guess extending it a little more can make the note density emphasizing the song track better. And about the slider tail stacks, I do wanted it split because of the strange, or maybe sharp flowing towards the next notes. And somehow doesn't really have a smooth structure at all.
  6. 01:53:491 (3) - 02:03:926 (3) - I could literally see each slider velocity change, there's a new combo. But on these, or maybe more further on, why there aren't new combos on these? The slider can be noticeably seen as a speed-up or an immense change of slider velocity. So it does really deserve to have new combos around.
  7. 02:15:665 (2) - Ehh, why that sudden delay though? Could've been better if it were to stack the slider (1)'s head rather than manual. Or at least adding another circle on 02:15:828 - for a continuous rhythm composition that suits fine for the song track. So there are two ways of getting rid of this sudden delay, unless it's intended. But if it is, I have the feeling that it didn't work the way you really want much properly.
  8. 03:16:782 (1) - 03:17:407 (1) - 05:04:252 (5) - Are these sliders really snapped to something? Doesn't look like these three sliders are snapped to 1/12 or 1/16 in perspective, I can really tell. Did you made some velocity change on the timing setup or something by mistake? I guess this is a necessary fix for these three. Snap them back into the rightful ticks.
  9. 03:37:839 (6) - I probably had enough with these linear sliders. Something like this doesn't flow comfortably, or doesn't play really great with just moving your cursor straightly and unbent. So making one curve, or a parallel at least, on the structure here that won't make it look dull. You could perhaps try something different than that if you don't mind that, as long as this counts.

the choruses makes me vomit, the middle verse is actually the best xdd
Best of Luck!
Topic Starter
C00L

Cerulean Veyron wrote:

the c00lest elite moddu is here

[- - General - -]
  • - The audio.mp3, which is over 320kbps, bitrate is too high! Well since you're an audio-savvy one, convert it out to 192kbps.
    - Pretty much some custom hitsounds on the beatmap folder arent't used, which are: "drum-hitnormal4.wav", "normal-hitclap.wav", and "soft-hitclap2.wav". Judging by the timing setup, you aren't even using D:C4, S:C2, or even a normal sampleset on any part of the difficulty. So I guess it's necessary to delete all three to avoid issues later. fixed both


[- - Everending Ticking - -]
  1. 00:04:904 (1,2) - 00:06:209 (1,2) - 00:10:122 (1,2) - Well that's one way to space those two sliders weirdly, and maybe with some overlaps but that suffices good. But really, the distance spacing in-between those is totally different than each other, which makes me feel that it's kinda imbalanced based on visual consistency on both editor and gameplay. So I guess you should start spacing and consisting them by 1.2x or 1.4x on one of these two sliders on each part, and note density equality wouldn't make a big problem. oki
  2. 00:11:426 (1) - Was the clap hitsound here on purpose? It sounds a bit too quick, or kinda unexpected. If it isn't, removing it would sound neater. If so, I guess that's all up to you. imo it adds that extra spice into making the player realize something has changed and reaching the end of the section owo
  3. 00:26:752 (5) - Optional objective: I kinda like the structure of this part if the slider I mentioned here was flipped horizontally, Ctrl + H. And with that, it'd create some pattern that makes the aesthetics more neater and clearer since slider (4) looks too similar to slider (5). So yeah, try using the difference for that. This is just something personal, so it shouldn't be that important... if only you want to make a change.no be fair here i used the same slider shape purposely since the sounds on both of those sliders are really similar to each other (if not the same) so in changing the slider it kinda makes me question why they are different if sounds are same : o
  4. 00:59:687 (1,1) - The rest of the overlaps were good to be honest, but this one. It's just that the circle is pretty much on a shoddy placement that overlaps the slider, nearly. So a little care for visibility and readability, try moving it somewhere else that suits best than around the current one. You could possibly make some sharpen triangle pattern on this part for sure. fix!
  5. 01:20:882 (2,3) - 01:21:861 (5,6) - Nearly the same this for the increase spacing, but here. You could've completed some great pattern by pairing the distance spacing in-between the sliders on the track. So I guess extending it a little more can make the note density emphasizing the song track better. And about the slider tail stacks, I do wanted it split because of the strange, or maybe sharp flowing towards the next notes. And somehow doesn't really have a smooth structure at all. yea but the sound intensity change so i decided the spacing and slider shapes should change respectively
  6. 01:53:491 (3) - 02:03:926 (3) - I could literally see each slider velocity change, there's a new combo. But on these, or maybe more further on, why there aren't new combos on these? The slider can be noticeably seen as a speed-up or an immense change of slider velocity. So it does really deserve to have new combos around. fix!
  7. 02:15:665 (2) - Ehh, why that sudden delay though? Could've been better if it were to stack the slider (1)'s head rather than manual. Or at least adding another circle on 02:15:828 - for a continuous rhythm composition that suits fine for the song track. So there are two ways of getting rid of this sudden delay, unless it's intended. But if it is, I have the feeling that it didn't work the way you really want much properly. change!
  8. 03:16:782 (1) - 03:17:407 (1) - 05:04:252 (5) - Are these sliders really snapped to something? Doesn't look like these three sliders are snapped to 1/12 or 1/16 in perspective, I can really tell. Did you made some velocity change on the timing setup or something by mistake? I guess this is a necessary fix for these three. Snap them back into the rightful ticks. werd, but fix !
  9. 03:37:839 (6) - I probably had enough with these linear sliders. Something like this doesn't flow comfortably, or doesn't play really great with just moving your cursor straightly and unbent. So making one curve, or a parallel at least, on the structure here that won't make it look dull. You could perhaps try something different than that if you don't mind that, as long as this counts. same reason as above, but ill keep that in mind since im planing on changing a lot

the choruses makes me vomit, the middle verse is actually the best xdd D:
Best of Luck!
thanks CV!!!!
Strategas
check aimod for unsnapped objects

[hitsounds]

your hitsounds tilt me quite a bit:

in the intro you use claps for stuff like 00:02:835 (3) - 00:04:139 (3) - etc. when it doesn't really fit, either find another hs, or just use default whistle if nothing else works

00:11:476 (1) - random clap

stuff like 00:13:595 (5) - 00:14:411 (4) - has overmapped slider ends so better reduce volume for them or mute

00:23:215 (1) - starting in this section you start using additional hs which doesn't fit in that well either, it's much better if you used some kind of hitsound for kick drums, because the one you use now is more commonly used for snare hits and it sounds really weird to me atleast

additionally in that section you start using the same hitsound for the 3rd white tick (00:23:867 (4) - 00:26:476 (4) - etc.) which is even weirder considering the song plays a completely different sound( hi-hat I think) so a finish here is out of the question, so better find another hs or use the default whistle if nothing works

00:57:128 (1,3) - missing whistles? considering you used them at 00:54:519 (1,2,1,2) -

01:25:824 (1) - in this section you use same claps for the stronger and weaker beats which kinda doesn't really emphasize the stronger one's that well, so would be c00l if you got a strong hs for stuff like 01:25:824 (1,4,7) - . the one's at 00:31:041 (1) - could prolly work

01:36:259 (1) - the whole kiais is following weird hs again because you use not a fitting hs for the wubs, it's better if you got a seperate hs for them and only use the current one on the snare drums hits only (01:36:911 (3) - 01:38:215 (1) - etc)

02:07:563 (1) - int this section your clap spam is too much etc 02:08:378 (4,5) - 02:08:052 (3) - slider head all don't need claps, I think you might have wanted to use whistles instead for the melody you put claps on here

well I'd probably go on but similar stuff repeats with not really fitting hitsounds to the beat, so it's better if you understand what I'm trying to say instead of telling you what to change lol

[diff itself]

00:13:595 (5,1,2) - don't really understand your NC paterning here, I mean you try to put nc on the snare drum but it still breaks your logic because two of them exist in this measure anyway 00:13:759 (1,4) - etc are same, downbeats should be a good guide of using NC here as it's really clear that a new measure starts on them, so it's better to follow what music tells you to

00:17:345 (6) - use nc as you did at 00:22:563 (1) - it's pretty much the same thing just mapped differently, so using different ncs is also strange

00:30:226 (8) - don't need to space it so much, it's not that important note

01:10:009 (4,1) - pretty extreme jump for a calm section like this

01:23:867 (1,2,3,4) - this looks really clamped up for no reason lol, you had bigger spacing before and after ( not even gonna mention the overlap 01:24:030 (2,4) - )

01:42:943 (8,1) - not the best transition into the slider, could flow much better

03:20:280 (2,3) - those are snapped on nothing lol

I think this can use more work (especially hitsounding) before getting ranked, good luck!
Pentori
hey, going to refrain from repeating stuff that strategas has already pointed out
[General]
ar is a bit high. 9.4 would work just fine at this bpm

[Everlasting Ticking]
00:02:346 - to 00:11:965 - i really feel this section needs to be reworked, in order to contrast the harder sections more. the music picks up at 00:12:780 - so until then try to keep spacing low so that the section plays more like an introduction. avoid large 1/2 spacing like 00:04:139 (3,4,5) - 00:06:911 (3,4,5) - as well as the use of sharp flow 00:03:161 (6,7,8) - 00:03:976 (2,3,4) .
00:23:541 (2,4) - 00:24:193 (5,1) - a lot of your blankets are waaay off, but i dont want this to be a blanket mod so pls fix these yourself >.<
00:29:737 (6) - nc consistency
00:31:367 (2,3,4) - 00:31:530 (3,4) - should be the larger spacing, not 00:31:367 (2,3)
00:32:672 (1,2) - 00:33:324 (1,2) - why not use the same slider shape for structure here?
00:37:563 (1) - reduce the volume of this spinner, 70% is really loud
01:00:552 (1,2,3,4,5,1,2,3,4,5) - i really dont feel these jumps are appropriate considering the intensity of the music. i would use small spacing for 01:00:552 (1,2,3) - then put a jump on 01:01:041 (4) - for emphasis and so it stands out to the rest
01:03:976 (2,4) - this overlap isn't really intuitive
01:22:563 (1,2) - broken stack
01:23:215 (1,2,3,4,1,2,3,4) - if you want to go for the decreasing spacing effect, you need to keep spacing consistent and so the jump at 01:23:378 (2,3) - should be avoided
01:33:650 (1,2,3,4,1,2,3,4) - just my opinion on these, but since these are individual notes and not a drumroll i don't feel that the repeating flow is good. instead, spacing these out would represent the music better, something along the lines of http://puu.sh/sFHpj/89ff7cd4b8.jpg
01:38:215 (1) - the sv changes aren't very hard to read here, mainly because this looks too similar to a 1/1 slider and there is nothing specifically dominant in the music that shows this. instead, why not make 01:37:889 (1) - a 3/4 slider with slower sv to represent the extended wub sound and then lead into 01:38:215 (1) - that uses a faster sv
01:43:106 (1,1) - ^ you did this really well here, try copy this
01:45:389 (1,2,3,4,1,2,3,4) - the sounds are 1/3 here. there is no 1/4 track
01:48:650 (1) - you used a 3/4 slider here where this was normally 1/2. try make up ur mind on what you want this to be
02:07:237 (1,2) - these notes don't exist. id rather you do something else here
02:07:563 - expanding on strategas' hitsound comments, here you seem to be hitsounding to your own rhythm and you are using a hitnormal that sounds surprisingly like a kick drum. hitsounds should complement the music and not overpower them. i recommend using a different hitnormal here and hitsounding the kick drums/snare drums that are provided by the music.

heres a list of a few hitsounds if you're confused
  1. 02:07:563 - kick
  2. 02:07:889 - kick
  3. 02:08:215 - snare
  4. 02:08:704 - kick
  5. 02:09:030 - kick
  6. 02:09:193 - kick
  7. 02:09:519 - snare
if you want to hitsound to the electronic sound i recommend using whistles that suit the song instead of drum hitsounds

03:39:519 (1,2,3,4) - i feel u did a better job with this at 01:23:867 (1,2,3,4)
03:49:302 (1,2,3,4) - same as what i said earlier
03:53:541 (1,1) - not really a fan of how these are mapped almost identically. one is significantly lower pitch than the other so i'd try differentiate these in mapping sv-wise
03:58:759 (1,1) - ^ same goes for rest of these
04:27:128 (1,2,3) - this is pretty dry, why not do something like u did before 04:16:693 (1,2)
04:33:324 (4,5) - these notes dont exist

good luck
Topic Starter
C00L

Strategas wrote:

check aimod for unsnapped objects - z

[hitsounds]

your hitsounds tilt me quite a bit: - as everyone tbh xddd

in the intro you use claps for stuff like 00:02:835 (3) - 00:04:139 (3) - etc. when it doesn't really fit, either find another hs, or just use default whistle if nothing else works

00:11:476 (1) - random clap

stuff like 00:13:595 (5) - 00:14:411 (4) - has overmapped slider ends so better reduce volume for them or mute

00:23:215 (1) - starting in this section you start using additional hs which doesn't fit in that well either, it's much better if you used some kind of hitsound for kick drums, because the one you use now is more commonly used for snare hits and it sounds really weird to me atleast

additionally in that section you start using the same hitsound for the 3rd white tick (00:23:867 (4) - 00:26:476 (4) - etc.) which is even weirder considering the song plays a completely different sound( hi-hat I think) so a finish here is out of the question, so better find another hs or use the default whistle if nothing works

00:57:128 (1,3) - missing whistles? considering you used them at 00:54:519 (1,2,1,2) -

01:25:824 (1) - in this section you use same claps for the stronger and weaker beats which kinda doesn't really emphasize the stronger one's that well, so would be c00l if you got a strong hs for stuff like 01:25:824 (1,4,7) - . the one's at 00:31:041 (1) - could prolly work

01:36:259 (1) - the whole kiais is following weird hs again because you use not a fitting hs for the wubs, it's better if you got a seperate hs for them and only use the current one on the snare drums hits only (01:36:911 (3) - 01:38:215 (1) - etc)

02:07:563 (1) - int this section your clap spam is too much etc 02:08:378 (4,5) - 02:08:052 (3) - slider head all don't need claps, I think you might have wanted to use whistles instead for the melody you put claps on here

well I'd probably go on but similar stuff repeats with not really fitting hitsounds to the beat, so it's better if you understand what I'm trying to say instead of telling you what to change lol

To all of those tips and why they are bad i agree with, tbh hs was the part i was most worried about since I'm not too good at it (as you can tell), and since you went onto actually explaining waht to change and why, i see how it repeats so I will probably re-hitsound this entire thing from scratch, applying all the things you said here!

[diff itself]

00:13:595 (5,1,2) - don't really understand your NC paterning here, I mean you try to put nc on the snare drum but it still breaks your logic because two of them exist in this measure anyway 00:13:759 (1,4) - etc are same, downbeats should be a good guide of using NC here as it's really clear that a new measure starts on them, so it's better to follow what music tells you to sigh ok since a lot of people complainded about this anyway

00:17:345 (6) - use nc as you did at 00:22:563 (1) - it's pretty much the same thing just mapped differently, so using different ncs is also strange oops

00:30:226 (8) - don't need to space it so much, it's not that important note hmm u right

01:10:009 (4,1) - pretty extreme jump for a calm section like this you right

01:23:867 (1,2,3,4) - this looks really clamped up for no reason lol, you had bigger spacing before and after ( not even gonna mention the overlap 01:24:030 (2,4) - ) the sounds here die out, therefore keeping the spacing the same is kinda meh, what i done is made it gradually decrease in spacing for emphasisioioses (gonna even fix the overlap zz)

01:42:943 (8,1) - not the best transition into the slider, could flow much better xd

03:20:280 (2,3) - those are snapped on nothing lol ?, they are snapped to 1/2 : o

I think this can use more work (especially hitsounding) before getting ranked, good luck!
Thank You !! ^^

----------


Pentori wrote:

hey, going to refrain from repeating stuff that strategas has already pointed out
[General]
ar is a bit high. 9.4 would work just fine at this bpm because of many overlaps everywhere in this map using 9,4 makes it more clashed and harder to read, that's why ar 9,6 is used, also i don't think it's that high

[Everlasting Ticking]
00:02:346 - to 00:11:965 - i really feel this section needs to be reworked, in order to contrast the harder sections more. the music picks up at 00:12:780 - so until then try to keep spacing low so that the section plays more like an introduction. avoid large 1/2 spacing like 00:04:139 (3,4,5) - 00:06:911 (3,4,5) - as well as the use of sharp flow 00:03:161 (6,7,8) - 00:03:976 (2,3,4) . hmm i see your point with the spacing but sharp flow i think represents the music pretty nicely so i'll probs keep using that, since introducing sharp flow in the beginning basically introduces the player into the rest of the map
00:23:541 (2,4) - 00:24:193 (5,1) - a lot of your blankets are waaay off, but i dont want this to be a blanket mod so pls fix these yourself >.< zz ok no worries
00:29:737 (6) - nc consistency yes
00:31:367 (2,3,4) - 00:31:530 (3,4) - should be the larger spacing, not 00:31:367 (2,3) ooops
00:32:672 (1,2) - 00:33:324 (1,2) - why not use the same slider shape for structure here? yea this.. idk how ... mb xd
00:37:563 (1) - reduce the volume of this spinner, 70% is really loud yes
01:00:552 (1,2,3,4,5,1,2,3,4,5) - i really dont feel these jumps are appropriate considering the intensity of the music. i would use small spacing for 01:00:552 (1,2,3) - then put a jump on 01:01:041 (4) - for emphasis and so it stands out to the rest tbh the sounds at those jumps are pretty dank and strong which cause me to map jumps onto them, also the music gradually increases in intensity and that's what i do too with spacing. Matching the music.
01:03:976 (2,4) - this overlap isn't really intuitive !
01:22:563 (1,2) - broken stack !
01:23:215 (1,2,3,4,1,2,3,4) - if you want to go for the decreasing spacing effect, you need to keep spacing consistent and so the jump at 01:23:378 (2,3) - should be avoided the difference in spacing here is because of the standing out vocal that doesn't appear in 01:23:378 (2,4) - which makes (3) stand out more
01:33:650 (1,2,3,4,1,2,3,4) - just my opinion on these, but since these are individual notes and not a drumroll i don't feel that the repeating flow is good. instead, spacing these out would represent the music better, something along the lines of http://puu.sh/sFHpj/89ff7cd4b8.jpg the suggestion imo makes the movement too live which is the oposite of what the music is doing, the music is being 100% repetetive at this point with more or less nothing changing the patterns you suggested would make the playability feel wrong
01:38:215 (1) - the sv changes aren't very hard to read here, mainly because this looks too similar to a 1/1 slider and there is nothing specifically dominant in the music that shows this. instead, why not make 01:37:889 (1) - a 3/4 slider with slower sv to represent the extended wub sound and then lead into good idea!01:38:215 (1) - that uses a faster sv
01:43:106 (1,1) - ^ you did this really well here, try copy this
01:45:389 (1,2,3,4,1,2,3,4) - the sounds are 1/3 here. there is no 1/4 track o
01:48:650 (1) - you used a 3/4 slider here where this was normally 1/2. try make up ur mind on what you want this to be oh shit mb
02:07:237 (1,2) - these notes don't exist. id rather you do something else here did
02:07:563 - expanding on strategas' hitsound comments, here you seem to be hitsounding to your own rhythm and you are using a hitnormal that sounds surprisingly like a kick drum. hitsounds should complement the music and not overpower them. i recommend using a different hitnormal here and hitsounding the kick drums/snare drums that are provided by the music.

heres a list of a few hitsounds if you're confused
  1. 02:07:563 - kick
  2. 02:07:889 - kick
  3. 02:08:215 - snare
  4. 02:08:704 - kick
  5. 02:09:030 - kick
  6. 02:09:193 - kick
  7. 02:09:519 - snare
if you want to hitsound to the electronic sound i recommend using whistles that suit the song instead of drum hitsounds to all i understand and will change :D

03:39:519 (1,2,3,4) - i feel u did a better job with this at 01:23:867 (1,2,3,4) i mean it's the same idea behind both but the one later on in the music is intenser and making it the same decreasing spacing kiinda woun't fit imo
03:49:302 (1,2,3,4) - same as what i said earlier me too
03:53:541 (1,1) - not really a fan of how these are mapped almost identically. one is significantly lower pitch than the other so i'd try differentiate these in mapping sv-wise they are mapped differently, in shape wise and sv wise ?
03:58:759 (1,1) - ^ same goes for rest of these they are all mapped differently, and the sounds maybe be in different piutch (is what i emphasized in sv wise ) but they do still have the same emphasis
04:27:128 (1,2,3) - this is pretty dry, why not do something like u did before 04:16:693 (1,2) hmm
04:33:324 (4,5) - these notes dont exist !

good luck
Thanks for the mods i know more or less what to fix and that ^^
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