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Titancube - Warp Drive

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Topic Starter
Nowaie

Kujinn wrote:

m4m


[Insane]
  1. 00:00:126 (1,2,3,4) - spacing here is weird, since 1 & 2 have almost same spacing as 2, 3. Slow parts may have spacing like this because them don't have a same kind of sense of rhythm overall. Though i'd expect a person who is able to play 4* to listen to the song/melody aswell. I'll put this idea into consideration because it seems to be a good one but i don't know how to suit it to the map yet.
  2. 00:07:890 (4,5,6,7) - weird placement of notes, could adjust them slightly I agree, that is a total flow killer. Will defenently do something to it
  3. 00:14:243 (1) - face towards 00:14:596 (2) - I'll turn it towards it. Though it's only a single reverse so having it facing towards the (2) compeletely would hurt the flow by alot
  4. 00:15:302 (4,1) - you could stack circle, having to click 1/4 and then have a 1/2 clicking distance after feels off. Most likely i'll remap the slider patterns to make sense
  5. 00:22:361 (4) - make it a 1/6 and place it on top of 00:22:714 (1) - The (synthesizer) beat what i'm following there is 1/4 so i'm not changing it but as i said earlier i'll remap the sliders to make sense
  6. 00:38:243 (1,2,3) - pls change this. Its just not right.
  7. 00:44:596 (1) - can be a 1/6 slider and can be a 1/2 slider, fits music more imo Imo 1/4 is fine, same reason as on the other slider suggestion thingy
everything prior to kiai feels messy Ik, maybe remapping most of the parts (doing this tomorrow). Though the first half is the technical part so it's harder to make better.

[Another]
this diff seems fine, very fun to play Noice

[Special]
  1. 00:02:853 (7,1) - you can just stack these and push 00:03:117 (2,3) - closer to 00:02:588 (6) - I would not stack stuff like that ever so defenently not doing that. Though the pattern is bit weird so i'll come up with a better and more clever solution
  2. 00:16:353 (1,2,3,4,1,2,3,4,1) - could make it into a thin S shape, stream looks ugly like this It was a S shape before that version lol and it looked even uglier. It just didn't work (for me) there. I guess having a straight stream is the best opinion

[Dashyy] wrote:

map is pretty well polished already :D

insane:

might wanna up it up to ar 8.7 or 9, feels way to slow I'll see after i change the start, most likely buffing it to 8.5 atleast
00:45:294 (1) - more emphasis? I don't know how i would emphasize it more it should be fine RN
01:02:235 (1) - stack with 01:01:176 (6) - Done that was supposed to be stacked but i guess some changes fucked it over...
01:05:059 (1,2,3,4,5,6) - space these more out The note pattern is fine imo but ill see what i can do to the sliders
01:30:647 (2,3) - these notes have really strong beats, maybe space them out more? They are already 2.x - 2.2x and the jumps are huge for a 4* map already

another:

again, because of how fast the song feels, an ar buff would be nice It's difficulty is bit too low to go over 9 so i think i'm keeping it here
01:05:059 (1,2,1,2,1,2,1,2,3) - space out more? I don't think it needs to be spaced out more than that. It emphasizes the beat really well already tbh for a 4.6* map

special:

00:44:588 (1) - buzz sliders in the middle of streams aren't a good idea cause they kill the momentum of it. i would suggest that you space it out and then continue the stream. I understand, i'll space it out from the stream before it
01:06:117 (7,8,1) - lower the spacing a bit Just a little bit
the kiai section really needs a nerf. it feels WAY too hard for a 5.3 star map. at least lower the spacing for the jumps or the stream at the end. You are kinda allowed to overmap the kiai part. Also it kinda balances the difficulty between the technical part and the jumpy part. If you remove the jumpy part the SR lowers to around 4.9*~ so would technical patterns like these 00:02:059 (4,5,6,7,1,2,3,4,5,6) - fit into those? Heck no.

gl on ranking!
Thanks for modding!~
paydayzcool

Kujinn wrote:

m4m

[Paydayz' Hard]
  1. 00:05:412 (4,1) - pls check rhythm compared to 00:00:118 (1,2) - Changed
  2. 00:24:117 (5,6,7) - what happend to the distance snapping? I thought I cound make a few riny jumps there, but now that I think of it, I should change it.
  3. 00:25:882 (2) - this should be a 1/2 slider It is a 1/2 slider already.
  4. 00:27:647 (3) - repeat 1/4 slider no? No thanks
  5. 00:28:706 (2) - 1/2 slider? 2^
  6. 00:29:765 (1) - repeat 1/4 slider?2^
  7. 00:39:647 (1,2,3,4,1,2,3,4) - i don't understand why you would change the rhythm >_< too many 1/1 sliders This part here was meant to look outstandingly different to all the other patterns, because I don't want to repeat any patterns in the song.
  8. 01:07:882 (1) - that slider velocity tho, could be decreased. No thanks, I'll keep it as it is. If someone comes along and mentions this again I will change it.
Has a lot of messed up rhythm early in the map :o
Here's the update!
osu file format v14

[General]
AudioFilename: WarpDrive.mp3
AudioLeadIn: 0
PreviewTime: 67537
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.6

[Metadata]
Title:Warp Drive
TitleUnicode:Warp Drive
Artist:Titancube
ArtistUnicode:Titancube
Creator:DTM9 Nowa
Version:Paydayz's Hard
Source:VOEZ
Tags:paydayzcool electro electronic techno
BeatmapID:1025111
BeatmapSetID:472890

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:6
ApproachRate:7
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"WDWP.jpg",0,0
//Break Periods
2,45494,53773
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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393,197,79706,1,0,0:0:0:0:
471,255,79882,2,0,L|457:341,1,81.25
372,289,80235,2,0,L|358:375,1,81.25,8|0,0:0|0:0,0:0:0:0:
262,356,80588,6,0,P|218:347|188:325,2,81.25,0|0|8,0:0|0:0|0:0,0:0:0:0:
258,258,81117,1,0,0:0:0:0:
163,234,81294,2,0,L|176:151,1,81.25,8|0,0:0|0:0,0:0:0:0:
79,168,81647,2,0,L|65:85,1,81.25
157,52,82000,6,0,L|321:60,1,162.5,0|8,0:0|0:0,0:0:0:0:
415,43,82529,1,0,0:0:0:0:
473,121,82706,2,0,L|464:285,1,162.5,0|8,0:0|0:0,0:0:0:0:
371,312,83235,1,0,0:0:0:0:
277,340,83412,6,0,P|237:344|194:331,2,81.25,0|0|8,0:0|0:0|0:0,0:0:0:0:
246,247,83941,1,0,0:0:0:0:
149,254,84117,2,0,P|117:289|105:327,1,81.25
42,246,84470,2,0,P|10:211|-1:172,1,81.25
19,83,84823,6,0,L|110:96,1,81.25,8|0,0:0|0:0,0:0:0:0:
187,51,85176,2,0,L|258:108,1,81.25,8|0,0:0|0:0,0:0:0:0:
348,97,85529,2,0,L|381:182,1,81.25,8|0,0:0|0:0,0:0:0:0:
465,214,85882,2,0,L|450:304,1,81.25,8|0,0:0|0:0,0:0:0:0:
361,331,86235,5,0,0:0:0:0:
263,340,86412,2,8,L|180:326,2,81.25,8|8|0,0:0|0:0|0:0,0:0:0:0:
241,244,86941,1,8,0:0:0:0:
143,244,87117,2,8,L|60:230,2,81.25,0|8|8,0:0|0:0|0:0,0:0:0:0:
192,159,87647,6,8,L|212:76,1,81.25,8|0,0:0|0:0,0:0:0:0:
308,68,88000,2,8,L|287:150,1,81.25,8|0,0:0|0:0,0:0:0:0:
385,140,88353,2,8,L|405:57,1,81.25,8|0,0:0|0:0,0:0:0:0:
502,51,88706,2,8,L|481:133,1,81.25
441,218,89059,6,8,P|400:235|349:228,1,81.25,0|8,0:0|0:0,0:0:0:0:
266,223,89412,1,8,0:0:0:0:
194,288,89588,1,8,0:0:0:0:
111,236,89765,2,8,P|70:219|19:226,1,81.25,0|0,0:0|0:0,0:0:0:0:
56,315,90117,2,0,L|49:361,2,40.625,8|0|0,0:0|0:0|0:0,0:0:0:0:
153,323,90470,1,0,0:0:0:0:
246,294,90647,1,8,0:0:0:0:
306,217,90823,1,12,0:0:0:0:
256,192,91000,12,0,91882,0:0:0:0:
Akali
queue

General

I would end the spinner on every diff on 01:31:882 - this is where the synth ends, it doesn't feel nice to spin when the music is basically over. You can technically do that but as spinners fit build ups more than fade outs like this I think it's a good idea and fits better. You don't need to exceed approval drain time or anything so making people spin their mouse frantically when almost nothing is happening seems useless.

easy - hard seem ok, this has lots of mods already

Insane

00:15:294 (4,5,6,7,1) - could move away for spacing consistency, stacking effect doesn't make it 1,50 ds like intended and it's 5 notes so it's rather big

00:40:706 (4) - rotate 20 degrees CW and move a bit away http://puu.sh/rdoYp.jpg

00:58:000 (1,2,3,4) - a bit derpy for a square, could be perfect

01:07:881 (1,2) - slider on red tick doesn't feel right here, 2 notes and slider on 01:08:235 - or slider on 01:07:882 - fit the rhythm and make player click proper sounds

01:12:823 (3,4,5) - again no need for this offbeat slider, unless it's to have variety based on the background FX? could just use more circles

01:18:470 (4,5,6,7) - again this intends to be a square but is messy, easy fix

01:30:117 (2,3,4) - skipping of notes is bad here, map all of them, it's ending hype + they are equally important


Another

00:28:706 (2) - super weak, I understand it's for sake of variety but would just fit more objects like on other parts

00:29:765 (1,2,3,4,1,2,3,4) - could make them perfectly parallel, looks off

00:44:940 (7,8) - use kick sliders, these 1/4s are important, space out a bit too if you do that

01:10:000 (4,5,6) - like on insane, no reason for offbeat slider, this is a sequence of 4 paired notes where white ticks are equally important

01:11:676 - could map this 1/4

01:16:353 (1) - would map as 2 notes, comparing to 01:16:706 (2,1,2) - which are 1/1 synth notes, 01:16:353 (1) is two

01:18:470 (1,2) - stack, doesn't seem intentional

01:26:941 (6,7) - nice blanket but really feels like they should be further away as it approaches crescendo, https://osu.ppy.sh/ss/6108155 something like this maybe

Special

00:15:646 (1,2,3,4) - should be 1/4s imo, + flow of this 00:16:176 (4,1) - isn't that great, 00:15:294 (5,6,7,8) - would need to move this as well if you decide to change it. https://osu.ppy.sh/ss/6108222 something like this would be cool (done better of course) but would require rearranging 00:17:058 (1,2,3,4,5) - as well, so maybe you will find simpler solution

00:19:882 (1) - 161:96? sort of ambiguous whether it's 1/4 or not, a little bit closer

00:40:000 (2) - rotate 30 CCW and move to like 450:156 so 1/2 is more clear + better flow I think

00:44:588 (1) - missing one repeat or note

00:44:941 (2,3,4,5,1) - this calls for spacing increase compared to previous stream, way higher pitch and intense

00:57:294 (3,3,3) - NC looks better in gameplay if it's (1-2) all the way

01:02:941 (3) - etc

01:13:529 (1,2) - like on previous diffs offbeat slider seems weak, + this whole pattern forces you to have slider end here 01:14:235 - would rearrange this

01:20:588 (1,2,3) - move 250:232 and match the curve with 01:20:412 (8) - (like this http://puu.sh/rdri3.jpg)

01:21:647 (7,8,9,10,1) - sliders following straight stream's path look meh imo, didn't mention them because wasn't standing out that much but here, with this spacing and overlapping 01:21:117 (5) - looks really ugly, should change the whole thing

01:30:117 (2,3,4,5,1) - could make a tasty pentagon with 1,2ds out of these because why not :)

fun map, a bit unclean + personally would chose some 1/4s differently but it's ok on this kind of music to have some freedom, gl
Topic Starter
Nowaie

Akali wrote:

queue

General

I would end the spinner on every diff on 01:31:882 - this is where the synth ends, it doesn't feel nice to spin when the music is basically over. You can technically do that but as spinners fit build ups more than fade outs like this I think it's a good idea and fits better. You don't need to exceed approval drain time or anything so making people spin their mouse frantically when almost nothing is happening seems useless. I'll see what i can do to it but before doing anything to it, i want to hear few other opinions about the spinner. Ending it there makes the slider feel bit too quick and sudden imo so that is why i want to get few other suggestions/thoughts on the spinner.

easy - hard seem ok, this has lots of mods already Tfw easy hasn't been modded a single time :^)

Insane

00:15:294 (4,5,6,7,1) - could move away for spacing consistency, stacking effect doesn't make it 1,50 ds like intended and it's 5 notes so it's rather big Yeah, this was my mistake when i reworked the diff. Fixing it so the (4) has the 1.5x DS to the (3)

00:40:706 (4) - rotate 20 degrees CW and move a bit away http://puu.sh/rdoYp.jpg I like it, though i don't want to move it that much as in your example

00:58:000 (1,2,3,4) - a bit derpy for a square, could be perfect Fixed both of the squares

01:07:881 (1,2) - slider on red tick doesn't feel right here, 2 notes and slider on 01:08:235 - or slider on 01:07:882 - fit the rhythm and make player click proper sounds Imo adding a slider to both of those points would be even better idea

01:12:823 (3,4,5) - again no need for this offbeat slider, unless it's to have variety based on the background FX? could just use more circles Same as above

01:18:470 (4,5,6,7) - again this intends to be a square but is messy, easy fix Easy fix

01:30:117 (2,3,4) - skipping of notes is bad here, map all of them, it's ending hype + they are equally important More circles = Better, always


Another

00:28:706 (2) - super weak, I understand it's for sake of variety but would just fit more objects like on other parts I understand your concerns but that one 1/1 is really hard to map other than that. The best i can do is that i tweak the slider and add a circle here 00:29:059 - , i think that would work.

00:29:765 (1,2,3,4,1,2,3,4) - could make them perfectly parallel, looks off It's like 1 degree off lol. Fixed anyway

00:44:940 (7,8) - use kick sliders, these 1/4s are important, space out a bit too if you do that Had to shuffle around a little bit but i think works

01:10:000 (4,5,6) - like on insane, no reason for offbeat slider, this is a sequence of 4 paired notes where white ticks are equally important Done

01:11:676 - could map this 1/4 I don't think its notable enough to be mapped

01:16:353 (1) - would map as 2 notes, comparing to 01:16:706 (2,1,2) - which are 1/1 synth notes, 01:16:353 (1) is two Yeah, fixed

01:18:470 (1,2) - stack, doesn't seem intentional I don't think it would be a good idea

01:26:941 (6,7) - nice blanket but really feels like they should be further away as it approaches crescendo, https://osu.ppy.sh/ss/6108155 something like this maybe I want to keep the design but increased the DS notably

Special

00:15:646 (1,2,3,4) - should be 1/4s imo, + flow of this 00:16:176 (4,1) - isn't that great, 00:15:294 (5,6,7,8) - would need to move this as well if you decide to change it. https://osu.ppy.sh/ss/6108222 something like this would be cool (done better of course) but would require rearranging 00:17:058 (1,2,3,4,5) - as well, so maybe you will find simpler solution Alright. The pattern example is cool but it's not really my style after all so i'm making up a simpler solution

00:19:882 (1) - 161:96? sort of ambiguous whether it's 1/4 or not, a little bit closer Done (Actually moved little bit closer than that)

00:40:000 (2) - rotate 30 CCW and move to like 450:156 so 1/2 is more clear + better flow I think The placement suggestion is fine but i think 30 degrees is bit too much so i'll go with 15 for now

00:44:588 (1) - missing one repeat or note It's incorrectly snapped actually (Should be 1/8s). So making it 1/8 solves the issue

00:44:941 (2,3,4,5,1) - this calls for spacing increase compared to previous stream, way higher pitch and intense I agree, though i can't increase it too much as it's right after 1/8 buzz slider

00:57:294 (3,3,3) - NC looks better in gameplay if it's (1-2) all the way 01:02:941 (3) - etc Imo it doesn't really matter after all. The only reason for me is that i have these two 01:00:823 (1,2) - in the seperate combo when compared to others and i think that is good enough reason to fix them

01:13:529 (1,2) - like on previous diffs offbeat slider seems weak, + this whole pattern forces you to have slider end here 01:14:235 - would rearrange this Thank mr monstrata for the new design

01:20:588 (1,2,3) - move 250:232 and match the curve with 01:20:412 (8) - (like this http://puu.sh/rdri3.jpg) I will actually have to rework that whole part because of the suggestion before this because i came up with a pattern where nothing after it really worked out

01:21:647 (7,8,9,10,1) - sliders following straight stream's path look meh imo, didn't mention them because wasn't standing out that much but here, with this spacing and overlapping 01:21:117 (5) - looks really ugly, should change the whole thing Same as above

01:30:117 (2,3,4,5,1) - could make a tasty pentagon with 1,2ds out of these because why not :) I need to play around with it a bit so it works. Really cool idea though as it pumps up the technical part of the map one last time

fun map, a bit unclean + personally would chose some 1/4s differently but it's ok on this kind of music to have some freedom, gl
Getting alot of unnecessary shit fixed, Thanks alot for modding!~
Snaggletooth
From my Q.

  1. Insane has a diffrent Preview-Time. Please adjust it, so it
    matches the other difficulties.

  2. I also agree with Akali on the spinner thing. Ending it a few Beats earlies, such as 01:34:706
    makes it feel slightly better. I don't think it's a huge issue tho.

[Insane]
  1. Rhythmical Issues:
    1. 00:04:265 (7) - I suggest you remove this circle. I know why you put it there, you do have
      your cymbles, but the tripplet dosn't feel right while tapping. Reason for this is that the music
      is building up from 00:04:353 to 00:05:588 - which 'requires' a noticably seperated beginning.
      It's not wrong either way, but removing thiscircle and spacing 00:04:000 (6,1) - these two a
      bit apart to create a small jump would really bring more power and punch into this.
    2. 00:30:471 (3,4) - You can easily convert these into a circle-stream. Would also get you
      more variety, considering that the pervious stream is the exact same, even in placement.
    3. 00:41:765 (3,4) - ^
    4. 00:33:912 - there's acctually no beat here. You can shorten the revers. That would also
      remove all problems that could arrive from this spacing here 00:33:647 (10,1) - as well.
    5. 01:29:059 (1) - Feel free to use 1/8 here, as you did on the harder difficulties. That would
      seem rythmically correct, it also feels and looks nicer.
  2. Placement Issues:
    1. 01:06:470 (3) - Ever considered pulling this one down to x:424 y:332 ? The x-axis dosn't need to
      be as I suggested but the y axis does suggest a nice a big jump. It certainly is a little more than what
      you usually used in this difficulty, but the last note of that build-up has quite a punch to it. Reducing the
      possible power with a small jump is a bit of a shame.
    2. 01:30:823 (3) - Consider having a larger jump here than between 01:30:470 (1,2) - . This would help
      finish the map on a strong note and empathize the final 2 beats.

[Another]

Holy shit I just deleted the mod for your Another Diff. Sorry if I don't explain it thoughroly now.
  1. Rhythmical Issues
    1. 00:26:147 - Consider adding a circle here. The measure from 00:25:529 to 00:26:941 dosn't contain
      any sounds other than the one mentioned, where a tripplet would fit. This makes this missing circle very
      noticable and breaks the tapping-flow and consistency a bit, considering that you did the exact rhythm on
      00:23:059 (2,3,4) - as well.
    2. 00:31:794 - ^
    3. 00:32:588 (1,2,3,4,5,6) - May I suggest a slightly diffrent rhythm? 00:33:294 (4,5,6) - This stream
      throws the player quite off-guard, considering the difficult rhythm with the drums here. Try this one
      instead, since it visually already suggest a rhythmical change, making it easier to read and nicer to play

    4. 00:42:470 (1,2,5) - I suggest using single circles here instead of 1/2 sliders. This would
      compliment the build-up very well, and give a nice 'relax' once the hold-sliders kick in.
  2. Placement Issues:
    1. 01:06:470 (3) - As I suggested on your Insane Difficulty, move this circle away a bit, so it is
      spaced further apart than (1,2). x:344 y:132

[Special]


  • I'm quite shit at this difficulty, which is why my modding here wouldn't be very accurate.
  1. Rhythmical Issues:
    1. 00:00:118 (1,2,3) - BUT I do wanna suggest doing sliders here, as you did on another, since
      the beats here are dragging out a bit. It would empathize the diffrence and the thickness of the
      drums here very well. same on 00:00:118 (1,2,3) -

Nice song <3
Topic Starter
Nowaie

Snaggletooth wrote:

From my Q.

  1. Insane has a diffrent Preview-Time. Please adjust it, so it
    matches the other difficulties.Adjusted so the other diff preview times match the insane one
  2. I also agree with Akali on the spinner thing. Ending it a few Beats earlies, such as 01:34:706
    makes it feel slightly better. I don't think it's a huge issue tho. I see. The changes for the end spinner won't come on next update as i have to think about it by myself

[Insane]
  1. Rhythmical Issues:
    1. 00:04:265 (7) - I suggest you remove this circle. I know why you put it there, you do have
      your cymbles, but the tripplet dosn't feel right while tapping. Reason for this is that the music
      is building up from 00:04:353 to 00:05:588 - which 'requires' a noticably seperated beginning.
      It's not wrong either way, but removing thiscircle and spacing 00:04:000 (6,1) - these two a
      bit apart to create a small jump would really bring more power and punch into this. A really good point. It would make sense pattern wise because i have same kind of a pattern here 00:02:941 (1,2,3) - just without the one circle you're telling me to remove. And it would follow the more impacting notes overall + i don't have to follow all the minor beats so nothing to lose here. Done
    2. 00:30:471 (3,4) - You can easily convert these into a circle-stream. Would also get you
      more variety, considering that the pervious stream is the exact same, even in placement. Alright, i think the idea is fine but i don't like to have 2 kicksliders and then 9-note stream. I prefer it the other way (Aka 9-note stream and then 2 kick sliders)
    3. 00:41:765 (3,4) - ^ ^
    4. 00:33:912 - there's acctually no beat here. You can shorten the revers. That would also
      remove all problems that could arrive from this spacing here 00:33:647 (10,1) - as well. Done
    5. 01:29:059 (1) - Feel free to use 1/8 here, as you did on the harder difficulties. That would
      seem rythmically correct, it also feels and looks nicer. Done
  2. Placement Issues:
    1. 01:06:470 (3) - Ever considered pulling this one down to x:424 y:332 ? The x-axis dosn't need to
      be as I suggested but the y axis does suggest a nice a big jump. It certainly is a little more than what
      you usually used in this difficulty, but the last note of that build-up has quite a punch to it. Reducing the
      possible power with a small jump is a bit of a shame. To me this would just be enforcing the SR up and that is something i do not want to do in a 4* diff
    2. 01:30:823 (3) - Consider having a larger jump here than between 01:30:470 (1,2) - . This would help
      finish the map on a strong note and empathize the final 2 beats. I'll increase it by little bit

[Another]

Holy shit I just deleted the mod for your Another Diff. Sorry if I don't explain it thoughroly now. Rest In Pieces old mod
  1. Rhythmical Issues
    1. 00:26:147 - Consider adding a circle here. The measure from 00:25:529 to 00:26:941 dosn't contain
      any sounds other than the one mentioned, where a tripplet would fit. This makes this missing circle very
      noticable and breaks the tapping-flow and consistency a bit, considering that you did the exact rhythm on
      00:23:059 (2,3,4) - as well. Reasonable, Done
    2. 00:31:794 - ^ ^
    3. 00:32:588 (1,2,3,4,5,6) - May I suggest a slightly diffrent rhythm? 00:33:294 (4,5,6) - This stream
      throws the player quite off-guard, considering the difficult rhythm with the drums here. Try this one
      instead, since it visually already suggest a rhythmical change, making it easier to read and nicer to play I like it, Done

    4. 00:42:470 (1,2,5) - I suggest using single circles here instead of 1/2 sliders. This would
      compliment the build-up very well, and give a nice 'relax' once the hold-sliders kick in. I only agree with the first one ( 00:42:470 (1) - ) as the other sliders have a sort of a hold sound
  2. Placement Issues:
    1. 01:06:470 (3) - As I suggested on your Insane Difficulty, move this circle away a bit, so it is
      spaced further apart than (1,2). x:344 y:132 Here i agree with this as the jump is smaller unlike in the insane. I won't move the note to right there because it's just a bit too far away imo

[Special]


  • I'm quite shit at this difficulty, which is why my modding here wouldn't be very accurate.
  1. Rhythmical Issues:
    1. 00:00:118 (1,2,3) - BUT I do wanna suggest doing sliders here, as you did on another, since
      the beats here are dragging out a bit. It would empathize the diffrence and the thickness of the
      drums here very well. same on 00:00:118 (1,2,3) - I have thought about this by myself aswell, done

Nice song <3 <3
Thanks for modding!~
Izzywing
late mod sorry z -z

Easy

00:24:117 (3) - Make the second red note fall inside of the slidertick?

01:05:059 (1) - Have you considered just making this a spinner instead?

Nice diff!

Normal

00:04:000 (3,4,5) - Probably neater placement if these 3 form an equilateral triangle. This also makes 5 not as close to 3 so the pattern isn't as dense visually.

00:26:941 (3,1) - make the final curve of 3 and 1 the same shape. To do this, just rotate 1 twice and lay it inside of 3, and then reshape 3. Here's a picture to show what I mean - https://osu.ppy.sh/ss/6121066 do this then reshape so they perfectly overlap

00:34:000 (1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - Just a general comment, there's so much 1/4 in the opening of the song that the absolute lack of it in this part doesn't feel balanced. I'd either remove some from the opening or add some 1/4 to this part to make the map feel more even.

01:00:823 (3) - NC?

01:03:647 (3) - NC, for consistency, for 00:56:588 (1,2,1,2) - you have combos of 2 so it would fit to continue that for this part.

01:18:470 (5,6,7) - To make this not as dense for a Normal player, you can make 5/6 into just a 1/2 slider

paydayz

00:02:765 (4,3) - 3's tail is not perfectly stacked on 4 if you meant them to be.

00:11:412 (1,2) - blanket - http://osu.ppy.sh/ss/6121086

00:16:882 (4) - not a big fan of this jump, the sound here isn't worth emphasizing in any way.

00:27:294 (2) - I think you can find a better placement for this slider, so that the tail isn't so close to 00:26:235 (3)'s head

00:38:941 (3,4,2) - This overlap feels random, maybe place 2 in the center of 3 and 4?

01:30:470 (6) - NC for consistency.

01:29:588 (3,6) - Not a desirable overlap.

Insane

Not sure if you used slider-stream for 00:29:765 (1,2,3,4,5,6,7,8) - but there are a lot of random spacing inconsistencies in this stream so I'd take a look at fixing those

00:58:706 (3,2) - Move the the star so that these two stack?

01:00:823 (5) - NC for consistency?
01:06:470 (3) - ^

01:12:647 (3,1) - Stack these perhaps?
01:15:823 (4,2) - ^

The other two diffs look good, just keep in mind the consistency NCs I mentioned above for those diffs as well.

Good luck!
Topic Starter
Nowaie

Hobbes2 wrote:

late mod sorry z -z z 3 z

Easy

00:24:117 (3) - Make the second red note fall inside of the slidertick? Sure why not

01:05:059 (1) - Have you considered just making this a spinner instead? Yes i have but i'm not 100% sure it would fit there because it's bit short. I will add it for now, hoping that this won't start a shitstorm like the slow part did in the insane diff

Nice diff!

Normal

00:04:000 (3,4,5) - Probably neater placement if these 3 form an equilateral triangle. This also makes 5 not as close to 3 so the pattern isn't as dense visually. Done

00:26:941 (3,1) - make the final curve of 3 and 1 the same shape. To do this, just rotate 1 twice and lay it inside of 3, and then reshape 3. Here's a picture to show what I mean - https://osu.ppy.sh/ss/6121066 do this then reshape so they perfectly overlap Alright, done

00:34:000 (1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - Just a general comment, there's so much 1/2 in the opening of the song that the absolute lack of it in this part doesn't feel balanced. I'd either remove some from the opening or add some 1/2 to this part to make the map feel more even. 1/2s* ftfy. Also the reason for this was that this part 00:11:412 - 00:22:706 - was originally supposed to be kiai so that is why it's mapped bit more densely. I can add few 1/2s to the part you think that lacks them but only like 1 per 8/1 because i think the part does support them but for a normal diff that easily goes into overmapping

01:00:823 (3) - NC? I agree here. Unlike in insane this slider isn't specifically a part of another pattern

01:03:647 (3) - NC, for consistency, for 00:56:588 (1,2,1,2) - you have combos of 2 so it would fit to continue that for this part. Done

01:18:470 (5,6,7) - To make this not as dense for a Normal player, you can make 5/6 into just a 1/2 slider Done

Insane

Not sure if you used slider-stream for 00:29:765 (1,2,3,4,5,6,7,8) - but there are a lot of random spacing inconsistencies in this stream so I'd take a look at fixing those I did use CTRL Shift F but i guess it dun goofd or something. Will be fixed

00:58:706 (3,2) - Move the the star so that these two stack? That is what it's supposed to be but i made some changes to the squares recently so... ¯\_(ツ)_/¯. Will be fixed

01:00:823 (5) - NC for consistency? This note is in the same star pattern so i don't think it needs to be NCd. If others note this out aswell i'll take it into consideration
01:06:470 (3) - ^ It's in the same pattern and so on. Same as above

01:12:647 (3,1) - Stack these perhaps? Done
01:15:823 (4,2) - ^ ^

The other two diffs look good, just keep in mind the consistency NCs I mentioned above for those diffs as well. Checked through them and they should be fine (With few expections but they go under the pattern thingy noted out in the respone to insane)

Good luck!
Thanks For Modding!~
paydayzcool
Hi hobbes2!

Thanks for modding!

Hobbes2 wrote:

late mod sorry z -z

paydayz

00:02:765 (4,3) - 3's tail is not perfectly stacked on 4 if you meant them to be.Changed

00:11:412 (1,2) - blanket - http://osu.ppy.sh/ss/6121086 I think I changed it.

00:16:882 (4) - not a big fan of this jump, the sound here isn't worth emphasizing in any way. Changed

00:27:294 (2) - I think you can find a better placement for this slider, so that the tail isn't so close to 00:26:235 (3)'s head Found one!

00:38:941 (3,4,2) - This overlap feels random, maybe place 2 in the center of 3 and 4? If you theoretically look at it, this would be impossible as I wont be able to get rid of the overlap due to spacing.
01:30:470 (6) - NC for consistency. Oops, forgot to NC this be4...

01:29:588 (3,6) - Not a desirable overlap. Changed

Good luck!
Here's the update!
osu file format v14

[General]
AudioFilename: WarpDrive.mp3
AudioLeadIn: 0
PreviewTime: 67529
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.6

[Metadata]
Title:Warp Drive
TitleUnicode:Warp Drive
Artist:Titancube
ArtistUnicode:Titancube
Creator:DTM9 Nowa
Version:Paydayz's Hard
Source:VOEZ
Tags:paydayzcool electro electronic techno
BeatmapID:1025111
BeatmapSetID:472890

[Difficulty]
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CircleSize:4
OverallDifficulty:6
ApproachRate:7
SliderMultiplier:1.3
SliderTickRate:1

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Zyl
From my Queue~


General


  1. Paydayz's Hard haves more CS than Insane diff.
  2. Change combo colour 2, can hurt the player's eyes.

Payday's Hard


  1. 00:13:882 (4,5,6) - Stack it please.
  2. 00:39:117 (4,2) - Random overlap.

Not too much to say.

Insane


  1. 00:02:059 (3) - Put the song at %25 of playback rate and listen that in the red tick there's not a single sound.
  2. 00:10:000 (1,2,3,4,5,6,7) - Please add emphasis (add streamers).
  3. 00:13:794 (4) - Missing note.
  4. 00:15:647 (1,2,3) - In this part you ignore this notes: 00:15:912 (2) - , 00:16:265 (3) - ,00:16:617 (4) - , but you doesn't ignore the same note right here:
  5. 00:16:970 (8) - , so please add that notes.
  6. 00:44:588 (1,2) - 1/8 sliders.
  7. 01:01:529 (6) - Add an slider please.
Topic Starter
Nowaie

Zyl wrote:

From my Queue~


General


  1. Paydayz's Hard haves more CS than Insane diff. Will be up to paydayz because CS is a personal thing and if he sees that the Hard should be CS 4 it will be CS 4
  2. Change combo colour 2, can hurt the player's eyes. Made it bit darker

Insane


  1. 00:02:059 (3) - Put the song at %25 of playback rate and listen that in the red tick there's not a single sound. I see, need to rework that pattern then
  2. 00:10:000 (1,2,3,4,5,6,7) - Please add emphasis (add streamers). As this is only a 4 star difficulty i do skip minor beats and focus on the main rhythm and i think the notes do follow the basic drum line fairly well right now (With an exception of 00:10:529 (4) - which is mapped to a synthesizer beat filling up the play experience a.k.a not making it a double)
  3. 00:13:794 (4) - Missing note. Somewhat same as above. Also the stream follows the higher synthesizer and i don't think 00:13:794 - would really belong to it after all. Adding a reverse would be a possíbility but it may fuck up the map aswell because i have used only sliders with one reverse in the difficulty. If anyone comes up with a good idea for this i will take this into reconsideration otherwise i don't really think that anything should be added there
  4. 00:15:647 (1,2,3) - In this part you ignore this notes: 00:15:912 (2) - , 00:16:265 (3) - ,00:16:617 (4) - , but you doesn't ignore the same note right here: 00:16:970 (8) - , so please add that notes. Technically there is a short hold sound between the kicksliders. If i would map these it most likely gets way too overmapped. Also i have the policy that i skip some of the minor beats in ~4* diffs but the pattern follows the main melody fairly well right now as these 00:15:647 (1,2,3) - are mapped to the triplet sythesizer sound which is easily notable without slowing the song down. And for the last stream 00:16:970 (7) - if you listen to this closely you will notice that it is a different beat than the (6) before it unlike for example here 00:15:912 - you can't really notice any beat changes between this point of time and the slidertail of 1. I admit that it sound bit different but it's a random fade sound in the middle of a patten so i think it's not notable enough
  5. 00:44:588 (1,2) - 1/8 sliders. I agree that 1/8 sliders would work there but i'd ratherly follow the synthesizer than the drums as the part would get heavily overmapped if 1/8 slliders would be used. Good idea but it doesn't work with the current SR
  6. 01:01:529 (6) - Add an slider please. Oh boy here we go again. I bet that this is the most noted out thing right now. The way i feel this is that there is literally no sounds that would support anything other than a spinner there and the spinner would be too short after all. If someone just could help me understand what beats there are that a slider/notes would follow... But anyway, i don't think there is anything the slider would follow because the melody for me there is just some random electronic jibberish
Thanks for modding!~
paydayzcool

Zyl wrote:

From my Queue~


Payday's Hard


  1. 00:13:882 (4,5,6) - Stack it please. Changed
  2. 00:39:117 (4,2) - Random overlap. ^

Not too much to say. That's ok, because you still gave suggestions. :)

UPDATE!
osu file format v14

[General]
AudioFilename: WarpDrive.mp3
AudioLeadIn: 0
PreviewTime: 67529
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.6

[Metadata]
Title:Warp Drive
TitleUnicode:Warp Drive
Artist:Titancube
ArtistUnicode:Titancube
Creator:DTM9 Nowa
Version:Paydayz's Hard
Source:VOEZ
Tags:paydayzcool electro electronic techno
BeatmapID:1025111
BeatmapSetID:472890

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:6
ApproachRate:7
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"WDWP.jpg",0,0
//Break Periods
2,45494,53773
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
Sprite,Foreground,Centre,"SB BS/hl.png",320,240
F,0,67479,67529,0,0.4
C,2,67479,68509,128,128,255
P,0,67479,68509,A
M,0,67529,,209,305
S,0,67529,,1
F,0,67529,67860,0.4,0.3973469
F,0,67860,67882,0.3973469,0
F,0,67882,,0
//Storyboard Sound Samples

[TimingPoints]
118,352.941176470588,4,2,1,70,1,0
11412,-100,4,2,1,75,0,0
21294,-100,4,2,1,75,0,0
22706,-100,4,2,1,70,0,0
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79176,-80,4,2,1,75,0,1
89765,-80,4,2,1,75,0,0
94706,-80,4,2,1,5,0,0


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Combo2 : 0,0,234
Combo3 : 128,128,255
Combo4 : 0,128,255

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224,336,76353,6,0,L|295:278,1,81.25
380,294,76706,2,0,L|413:208,1,81.25,8|0,0:0|0:0,0:0:0:0:
489,162,77059,2,0,P|432:123|339:147,1,162.5,0|8,0:0|0:0,0:0:0:0:
293,216,77588,1,0,0:0:0:0:
254,295,77765,2,0,P|177:315|110:274,1,162.5,0|8,0:0|0:0,0:0:0:0:
191,220,78294,1,0,0:0:0:0:
109,166,78470,2,8,P|72:152|40:120,2,81.25
125,69,79000,1,0,0:0:0:0:
216,45,79176,6,0,B|298:50|298:50|358:110,1,162.5,4|8,0:0|0:0,0:0:0:0:
393,197,79706,1,0,0:0:0:0:
471,255,79882,2,0,L|457:341,1,81.25
372,289,80235,2,0,L|358:375,1,81.25,8|0,0:0|0:0,0:0:0:0:
262,356,80588,6,0,P|218:347|188:325,2,81.25,0|0|8,0:0|0:0|0:0,0:0:0:0:
258,258,81117,1,0,0:0:0:0:
163,234,81294,2,0,L|176:151,1,81.25
79,168,81647,2,0,L|65:85,1,81.25,8|0,0:0|0:0,0:0:0:0:
157,52,82000,6,0,L|321:60,1,162.5,0|8,0:0|0:0,0:0:0:0:
415,43,82529,1,0,0:0:0:0:
473,121,82706,2,0,L|464:285,1,162.5,0|8,0:0|0:0,0:0:0:0:
371,312,83235,1,0,0:0:0:0:
277,340,83412,6,0,P|237:344|194:331,2,81.25,0|0|8,0:0|0:0|0:0,0:0:0:0:
246,247,83941,1,0,0:0:0:0:
149,254,84117,2,0,P|117:289|105:327,1,81.25
42,246,84470,2,0,P|10:211|-1:172,1,81.25,8|0,0:0|0:0,0:0:0:0:
19,83,84823,6,0,L|110:96,1,81.25,8|0,0:0|0:0,0:0:0:0:
187,51,85176,2,0,L|258:108,1,81.25,8|0,0:0|0:0,0:0:0:0:
348,97,85529,2,0,L|381:182,1,81.25,8|0,0:0|0:0,0:0:0:0:
465,214,85882,2,0,L|450:304,1,81.25,8|0,0:0|0:0,0:0:0:0:
361,331,86235,5,0,0:0:0:0:
263,340,86412,2,8,L|180:326,2,81.25,8|8|0,0:0|0:0|0:0,0:0:0:0:
241,244,86941,1,8,0:0:0:0:
143,244,87117,2,8,L|60:230,2,81.25,0|8|8,0:0|0:0|0:0,0:0:0:0:
192,159,87647,6,8,L|212:76,1,81.25,8|0,0:0|0:0,0:0:0:0:
308,68,88000,2,8,L|287:150,1,81.25,8|0,0:0|0:0,0:0:0:0:
385,140,88353,2,8,L|405:57,1,81.25,8|0,0:0|0:0,0:0:0:0:
502,51,88706,2,8,L|481:133,1,81.25
441,218,89059,6,8,P|400:235|349:228,1,81.25,0|8,0:0|0:0,0:0:0:0:
266,223,89412,1,8,0:0:0:0:
194,288,89588,1,8,0:0:0:0:
111,236,89765,2,8,P|70:219|19:226,1,81.25,8|0,0:0|0:0,0:0:0:0:
56,315,90117,2,0,L|49:361,2,40.625,8|0|0,0:0|0:0|0:0,0:0:0:0:
146,351,90470,5,0,0:0:0:0:
243,352,90647,1,8,0:0:0:0:
329,308,90823,1,12,0:0:0:0:
256,192,91000,12,0,94706,0:0:0:0:
Hollow Delta
From #modreqs doing M4M.


Easy
SPOILER
00:00:118 (1,2,3) - This degree might be too obtuse to flow well. I'd suggest moving 1 (The highlighted note) here: http://puu.sh/rwxIa/e9d57f4be3.jpg
00:14:235 (1,2,3) - Flow between these notes isn't the best either. You could try blanketing 2 with the slider like in the previous mod.
00:20:588 (2,3) - Flow here could be improved as well.

Normal
SPOILER
00:04:000 (3) - Bring this note to the right more so it has a sharper angle. (Easier flow)
00:04:353 (4) - Sliders should aim towards the next note. (Unless it's a 1/8 or 1/16, but since none of those are in this map I won't worry about it.) You can turn the slider at an angle so it feeds into the next circle.
00:11:412 (1,2) - I have a lot to say about this, but I'll try to keep it as quick and simple as possible. 1 should be straight because it's feeding into 2. While 2 should be curved so it feeds into the double better. If this doesn't make sense pm me in game and I'll try to explain it better.
00:16:882 (8) - Since we're sliding into a straight slider, shouldn't the stream also be straight?

Another
SPOILER
00:00:118 (1,2) - Flow here isn't good. I'd ctrl + g 1.
00:11:765 (2,3) - Flow isn't good here either. I'd ctrl + g 2 or re-arrange 3.
00:40:353 (3) - I would turn this so end is blanketed by 2 (I just feel it flows better and looks better.)
00:44:941 (7,8) - Nothing wrong just highlighting this part. But here flow doesn't matter because these sliders are too short to require any movement in playing them. So basically when it comes to rules of flow these are just glorified circles. YOu have linear flow here though which is good though.
01:09:294 (1) - I feel 2 hit circles instead of a slider fits more. I'll leave you to decide where these circles go if you agree.

Hard
SPOILER
00:19:176 (4) - Flow here between 4 and 3 isn't good. I'd ctrl + g and re-snap.
01:15:647 (3,4) - Flow here isn't the best. I'd try to bring 3 back so it's sharper, while sill keeping the slider the same.

Special
SPOILER
00:31:529 (2) - You give it a shape suggesting the slider will be on the other side, yet the next slider is on the left side. Either re-arrange the shape or flip the next slider.

Insane
SPOILER
00:02:147 (3) - ctrl + g and bring this in a bit closer. (Flow isn't good for this note.)
00:17:059 (1) - Might want to make this a curved slider, because sliders for the most part look and play better when they aim towards the next note.
01:02:941 (2,3) - Bad flow here. It'd be better if 3 was brought closer to the center (But with a similar distance as before.)
Topic Starter
Nowaie

Bubblun wrote:

From #modreqs doing M4M.


Easy
SPOILER
00:00:118 (1,2,3) - This degree might be too obtuse to flow well. I'd suggest moving 1 (The highlighted note) here: http://puu.sh/rwxIa/e9d57f4be3.jpg I am not familiar with mapping easy difficulties i went the easy way and mapped the sort of zig zag patterns you are pointing out here aswell, as i'm not really trying to get it flow that well i will leave it like it's now until someone notes this out again with bit more reasoning if possible
00:14:235 (1,2,3) - Flow between these notes isn't the best either. You could try blanketing 2 with the slider like in the previous mod. Imo the DS (or other patterns) would be ruined if i blanket anything there. Though i can make the 1|2|3 pattern you are pointing out to be a 90 degree angle and fix the DS somewhere else
00:20:588 (2,3) - Flow here could be improved as well. Well what could i say here... This is one of the patterns i like to use which was ruined by a "make this more interesting" request. The original idea was to have these notes 00:19:882 (1,2) - mirrored as a slider to the place where the (3) is right now. I somewhat agree that the flow is kinda shit but i have no idea how to make it better (suggestions welcome) but after all i don't really give a damn about perfect flow in a song that is supposed to be mapped technically

Normal
SPOILER
00:04:000 (3) - Bring this note to the right more so it has a sharper angle. (Easier flow) Moved the whole 00:03:647 (2,3,4) - bit to the right
00:04:353 (4) - Sliders should aim towards the next note. (Unless it's a 1/8 or 1/16, but since none of those are in this map I won't worry about it.) You can turn the slider at an angle so it feeds into the next circle. I agree, though i don't want it to be compeletely turned towards the next note so i settled down in the middle of the two notes
00:11:412 (1,2) - I have a lot to say about this, but I'll try to keep it as quick and simple as possible. 1 should be straight because it's feeding into 2. While 2 should be curved so it feeds into the double better. If this doesn't make sense pm me in game and I'll try to explain it better. I understand what you are trying to say here and i agree with it. But i think the whole pattern needs reworking
00:16:882 (8) - Since we're sliding into a straight slider, shouldn't the stream also be straight? Maybe, though it kinda works with the circular mapping i have done over here 00:15:294 (3,4,5,6) -

Insane
SPOILER
00:02:147 (3) - ctrl + g and bring this in a bit closer. (Flow isn't good for this note.) I don't see how CTRL G ing it would make the flow any better. Though this is the same stuff as i talk about in special
00:17:059 (1) - Might want to make this a curved slider, because sliders for the most part look and play better when they aim towards the next note. I understand but some sliders aren't meant to look or play good sometimes. Same reasons as in special
01:02:941 (2,3) - Bad flow here. It'd be better if 3 was brought closer to the center (But with a similar distance as before.) The 01:02:941 (2,3) - is part of a pattern with the slider before it. Technically it's mapped like this http://puu.sh/rxHB2/ac9e467a48.jpg (the 2 is just mirrored 1) but the second slider is mapped as two circles

Another
SPOILER
00:00:118 (1,2) - Flow here isn't good. I'd ctrl + g 1. It's not supposed to flow there
00:11:765 (2,3) - Flow isn't good here either. I'd ctrl + g 2 or re-arrange 3. So if that pattern has a problem then why doesn't this pattern 00:12:117 (3,4,5) - have? It's basically the same thing?
00:40:353 (3) - I would turn this so end is blanketed by 2 (I just feel it flows better and looks better.) Actually it would have the same flow or even worse one when turned like that. It's supposed to have the feeling of a hold note and the flow is supposed to have that my generic zigzag patterning over the 00:40:000 (2,3,4) - 2|Sliderhead3|4
00:44:941 (7,8) - Nothing wrong just highlighting this part. But here flow doesn't matter because these sliders are too short to require any movement in playing them. So basically when it comes to rules of flow these are just glorified circles. YOu have linear flow here though which is good though. Honestly the linear flow there is just aesthetics as it was the only working and good looking pattern choice from a straight stream. As you don't think it's a problem we can move on
01:09:294 (1) - I feel 2 hit circles instead of a slider fits more. I'll leave you to decide where these circles go if you agree. Maybe, i will consider this again when someone else mentions this

Special
SPOILER
00:31:529 (2) - You give it a shape suggesting the slider will be on the other side, yet the next slider is on the left side. Either re-arrange the shape or flip the next slider. If i'd mirror that this 00:32:412 (5,1) - would have the same problem but the map is supposed to be technical (as you can see i have used the same stylish pattern here 00:12:117 (4,5) - and for example here 00:18:912 (3,4) - with your logic the (4) should be in the right side of the (3) ) I'm using these patterns constantly to fit the style of the song which should be fine in my books
Thanks for modding!~
paydayzcool
Hi there Bubblun,

Thanks for modding!

Bubblun wrote:

From #modreqs doing M4M.

Hard
SPOILER
00:19:176 (4) - Flow here between 4 and 3 isn't good. I'd ctrl + g and re-snap. No thanks, I think it looks better if I keep it as it is.
01:15:647 (3,4) - Flow here isn't the best. I'd try to bring 3 back so it's sharper, while sill keeping the slider the same. ^
Sorry, but no changes. If these suggestions come up in another post, I will change these. :)
Gordon123
hihi m4m
[Easy]

  • 00:34:000 (1) - first part delete whistle 1st - I cant hear the tone increase there +2nd - it will sound enough that it has a place (like the descent from the mountain - the time when everything was quiet)
    ^ add on second plase + whistle
    01:19:176 (1) - delete whistle and add clap (better hears imo)
[Normal]

  • 00:01:529 (3) - 1st part add whistle couse here u have a hit (in rhythm music)
    00:04:353 (4) - same^
    01:27:823 (2) - add whistle
    01:29:059 (1) - 1st part add whistle(imo)
[Paydayz's Hard]

  • 00:16:882 (4) - idk but u have only one stack here lol its look strange rly maybe u can move it to x:108 y:120
    00:19:970 - add circle(imo) try
    00:35:765 (2) - move it to x:332 y:272 It will look more even between the two 00:35:412 (1,3) - )
[Insane]

  • 00:44:588 (1) - this slider 1/6 style u can make it how 01:29:059 (1) - that?
~~~~~~~~~~~~~~~~~~~~~~~~~

Good Luck ;)
Topic Starter
Nowaie

Gordon123 wrote:

hihi m4m
[Easy]

  • 00:34:000 (1) - first part delete whistle 1st - I cant hear the tone increase there +2nd - it will sound enough that it has a place (like the descent from the mountain - the time when everything was quiet)
    ^ add on second plase + whistle Deleted the whistle from the sliderhead(1)
    01:19:176 (1) - delete whistle and add clap (better hears imo) Two claps in a row doesn't work imo. I think it's better to have that note finish only
[Normal]

  • 00:01:529 (3) - 1st part add whistle couse here u have a hit (in rhythm music)
    00:04:353 (4) - same^
    01:27:823 (2) - add whistle
    01:29:059 (1) - 1st part add whistle(imo)

    A short rant about the whistle sound is it then. Honestly i don't like the (custom) whistle sound just because it doesn't work with the song generally with the exception of the slow part and easy difficulty which doesn't have enough notes to support the map type of hitsounds.
[Insane]

  • 00:44:588 (1) - this slider 1/6 style u can make it how 01:29:059 (1) - that? Alright, the reason i want to keep the first kickslider you mentioned 1/4 is the fact i'm trying to follow the synthesizer but in the second kickslider the synthesizer is a minor element in the song
~~~~~~~~~~~~~~~~~~~~~~~~~

Good Luck ;)
Thanks for modding
I'll be ready with my mod soon™
KappaPraise
hello o/
M4M

CLICK
2016-10-15 11:23 WISPG_G: hello
2016-10-15 11:23 DTM9 Nowa: sup
2016-10-15 11:24 WISPG_G: sry, I was busy with outher requests and irl stuff xd what about IRC for your map?
2016-10-15 11:25 DTM9 Nowa: sure
2016-10-15 11:25 WISPG_G: good
2016-10-15 11:26 WISPG_G: Give me a momemnt I need fix few things
2016-10-15 11:37 WISPG_G: Ok, I am ready
2016-10-15 11:38 DTM9 Nowa: Alright
2016-10-15 11:38 WISPG_G: ACTION is playing [https://osu.ppy.sh/b/1010375 Titancube - Warp Drive [Special]] -NoFail
2016-10-15 11:38 WISPG_G: shity test play
2016-10-15 11:40 DTM9 Nowa: Yes it's quite streamy... and technical
2016-10-15 11:40 DTM9 Nowa: and it's 5.3 stars
2016-10-15 11:40 WISPG_G: I just hate streams \:D/
2016-10-15 11:40 WISPG_G: I prefer jumps
2016-10-15 11:41 WISPG_G: p/5540619
2016-10-15 11:41 WISPG_G: PogChamp? xd
2016-10-15 11:41 DTM9 Nowa: Yes
2016-10-15 11:41 DTM9 Nowa: Pog
2016-10-15 11:41 DTM9 Nowa: Champ
2016-10-15 11:42 WISPG_G: okay
2016-10-15 11:42 WISPG_G: what about 1st two suggestions in thread? xd
2016-10-15 11:43 DTM9 Nowa: Could you like open little bit more what you ment on the first suggestion
2016-10-15 11:43 DTM9 Nowa: I really couldn't figure out what you exactly meant there
2016-10-15 11:44 WISPG_G: There just drum sounds on white and red ticks, you can just follow them and make some jumps
2016-10-15 11:47 DTM9 Nowa: Alright i tried to do something
2016-10-15 11:49 WISPG_G: what about 2nd?
2016-10-15 11:50 DTM9 Nowa: And for the second suggestion, i want to have the slider you have mentioned blanketed with the red anchor of 00:31:529 (2) - so i don't really know what i would do there after all as i want to have some kind of an anti-flow pattern there
2016-10-15 11:54 WISPG_G: 00:04:971 (3,4,5,6,7) - I hear this rhythm like this http://prntscr.com/cu2mkr
2016-10-15 11:57 DTM9 Nowa: Yeah after i think about it, it's something like that but i cannot hear anything on the 4/4 tick ( 00:05:147 - & 00:05:676 - ) or atleast hear anything that should be specifically mapped
2016-10-15 11:58 WISPG_G: 00:07:353 (2) - move this somewhere to x:115 y:34 for balance space between objects 00:06:470 (3,1,2) -
2016-10-15 12:01 WISPG_G: 00:08:235 (6,3) - dont you want stack them?
2016-10-15 12:02 DTM9 Nowa: The thing for (2) is that i want to keep the somewhat circular flow over these two notes 00:07:353 (2,3) - but i guess it's too far away to express that idea so would moving it to like x189|y0 work aswell? Also why was this 00:06:470 (3) - highlighted?
2016-10-15 12:04 WISPG_G: http://prntscr.com/cu2pa5
2016-10-15 12:04 DTM9 Nowa: I could stack this 00:09:117 (3) - with the midpoint of the slider (the point where the slider ball thing is at 00:08:323 - ) so these two 00:08:853 (2,3) - would work work out, though i think stacking the (3) with sliderhead/tail would not work that well
2016-10-15 12:06 WISPG_G: stack with midpoint? So you should move circle to x:265 y:356 shouldnt you?
2016-10-15 12:07 DTM9 Nowa: Yes somewhere about there, though the head would work aswell but i think the midpoint is better
2016-10-15 12:07 WISPG_G: I see
2016-10-15 12:08 DTM9 Nowa: Also fixed the thing with these 00:06:470 (3,1,2) -
2016-10-15 12:09 WISPG_G: 00:17:058 (1) - looks like here should be slider, this sound 00:17:235 - weak compared with this 00:17:412 - which should be clickable
2016-10-15 12:09 WISPG_G: 00:17:411 (2,3,4,5) - and this is stream with 5 circles isnt it?
2016-10-15 12:10 WISPG_G: whole part sounds like http://prntscr.com/cu2r0e
2016-10-15 12:13 DTM9 Nowa: Yeah for the part you printscreened that will take some time but i will change it when i update the set
2016-10-15 12:13 WISPG_G: sure
2016-10-15 12:14 WISPG_G: 00:23:765 - this also should be clickable
2016-10-15 12:17 WISPG_G: 00:34:176 - do you hear like this sounds continue on next blue tick? I think you can make instead of this reverse 2 1/4 sliders or stack 00:34:000 (1,2) - them what also can emphasize this sound imo
2016-10-15 12:17 WISPG_G: something like little pause
2016-10-15 12:17 DTM9 Nowa: One sec
2016-10-15 12:19 DTM9 Nowa: 00:22:706 (1,2,3,4,5,6,7) - For this pattern do you think something like this would work? https://osu.ppy.sh/ss/6326212
2016-10-15 12:20 WISPG_G: may be, you can try
2016-10-15 12:23 DTM9 Nowa: 00:34:000 - And for this thing i still need to figure out how i do the patterns but i'd say 2 1/4 sliders would work really well
2016-10-15 12:26 WISPG_G: 01:05:941 (6,8) - 01:06:117 (7,1) - copy-paste please
2016-10-15 12:28 DTM9 Nowa: Alright
2016-10-15 12:29 WISPG_G: 01:30:470 (6) - remove NC -> 01:30:647 (1) - add NC
2016-10-15 12:30 DTM9 Nowa: done
2016-10-15 12:31 WISPG_G: dont like modding mapsets ._. prefer maps for approval xd repeating 1 song over and over meh
2016-10-15 12:32 WISPG_G: why BSD in Another set on 1/12? xd
2016-10-15 12:32 DTM9 Nowa: I don't fucking know
2016-10-15 12:32 DTM9 Nowa: lol
2016-10-15 12:33 DTM9 Nowa: I use 1/8s twice in the map but 1/12s, nahhh
2016-10-15 12:35 WISPG_G: ACTION is playing [https://osu.ppy.sh/b/1053845 Titancube - Warp Drive [Another]] -NoFail
2016-10-15 12:37 WISPG_G: still so much streams for me
2016-10-15 12:38 WISPG_G: 00:03:294 (4) - here 1/1, but here 00:08:588 (1,2) - 4/4 + circle?
2016-10-15 12:40 DTM9 Nowa: Technically this 00:03:294 (4) - could be broken down to a 1/2 slider
2016-10-15 12:41 DTM9 Nowa: As there is there is an almost unnotable sound change with the bass like synthesizer or whatever that is
2016-10-15 12:42 WISPG_G: 00:25:353 - sounds like this can be clickable
2016-10-15 12:42 WISPG_G: something like 1/4 slider
2016-10-15 12:43 DTM9 Nowa: Though i end up following that change in the other slider but i tend to follow it in the other slider you noted out but that follows the atleast to me, unknown instrument that starts from here 00:08:588 -
2016-10-15 12:43 DTM9 Nowa: And yes this 00:25:353 - should be a 1/4 slider, or atleast a note
2016-10-15 12:44 DTM9 Nowa: I most likely replace it with a note as i don't want to force the technical mapping to another like in special
2016-10-15 12:45 WISPG_G: intersting fact that you using higher spacing between slider and circle 00:30:117 (5,1) - than between slider and slider 00:30:823 (5,1) -
2016-10-15 12:46 DTM9 Nowa: Most likely a pattern thing as i made these two 00:29:765 (1,2,3,4,5) - 00:30:470 (1,2,3,4,5) - kinda mirrored
2016-10-15 12:47 DTM9 Nowa: But sure i can increase the slider|slider DS to 2.2x aswell
2016-10-15 12:47 WISPG_G: could be nice
2016-10-15 12:47 DTM9 Nowa: Alright, will be done then
2016-10-15 12:47 WISPG_G: 00:36:117 (9,10) - you know)
2016-10-15 12:48 WISPG_G: 01:06:470 (1) - may be NC?
2016-10-15 12:50 DTM9 Nowa: I have talked about the NC thing for that note but this 01:06:117 (1,2,3) - is supposed to be a pattern so that is why i didn't NC it in the first point
2016-10-15 12:50 DTM9 Nowa: You will notice the same thing in insane
2016-10-15 12:50 WISPG_G: 01:30:470 (1,2) - thats like about NC from Special xd
2016-10-15 12:51 DTM9 Nowa: I'll just go and fix that final NC to all diffs
2016-10-15 12:51 DTM9 Nowa: lol
2016-10-15 12:51 WISPG_G: cool =w=b
2016-10-15 12:54 WISPG_G: Probably in insane its possible make FC for mw
2016-10-15 12:54 WISPG_G: for me*
2016-10-15 12:57 WISPG_G: Well I dont see anything special here only 1 thing
2016-10-15 12:57 WISPG_G: 01:01:176 (6,1) - stack? xd
2016-10-15 12:58 DTM9 Nowa: Done
2016-10-15 12:58 WISPG_G: 01:16:706 (2,1) - here too?
2016-10-15 13:01 DTM9 Nowa: 01:16:706 (2,3) - Mirrored, 01:17:059 (3,1) - Blanketed. I can almost stack them but if i stack them compeletely, my original intentions don't really work. This is the best i can do https://osu.ppy.sh/ss/6326393
2016-10-15 13:04 WISPG_G: Paydayz's have no any issues xd
2016-10-15 13:04 WISPG_G: should I check Normal and Easy?
2016-10-15 13:04 WISPG_G: because I dont want xD
2016-10-15 13:04 DTM9 Nowa: Just do a Fastest Check Ever ™
2016-10-15 13:05 DTM9 Nowa: They shouldn't have much problems anyway
2016-10-15 13:07 WISPG_G: Nope cant see anything
2016-10-15 13:07 WISPG_G: 10/10 xd
2016-10-15 13:07 WISPG_G: okay 9.5/10
2016-10-15 13:08 DTM9 Nowa: Only thing i noticed in normal was that this 01:30:117 - should be a 1/1
2016-10-15 13:08 DTM9 Nowa: (slider)
2016-10-15 13:08 WISPG_G: as you wish =w=/
2016-10-15 13:08 WISPG_G: I go to post? >_>
2016-10-15 13:08 DTM9 Nowa: sure

Good luck! o/
Topic Starter
Nowaie

WISPG_G wrote:

hello o/
M4M

CLICK
2016-10-15 11:23 WISPG_G: hello
2016-10-15 11:23 DTM9 Nowa: sup
2016-10-15 11:24 WISPG_G: sry, I was busy with outher requests and irl stuff xd what about IRC for your map?
2016-10-15 11:25 DTM9 Nowa: sure
2016-10-15 11:25 WISPG_G: good
2016-10-15 11:26 WISPG_G: Give me a momemnt I need fix few things
2016-10-15 11:37 WISPG_G: Ok, I am ready
2016-10-15 11:38 DTM9 Nowa: Alright
2016-10-15 11:38 WISPG_G: ACTION is playing [https://osu.ppy.sh/b/1010375 Titancube - Warp Drive [Special]] -NoFail
2016-10-15 11:38 WISPG_G: shity test play
2016-10-15 11:40 DTM9 Nowa: Yes it's quite streamy... and technical
2016-10-15 11:40 DTM9 Nowa: and it's 5.3 stars
2016-10-15 11:40 WISPG_G: I just hate streams \:D/
2016-10-15 11:40 WISPG_G: I prefer jumps
2016-10-15 11:41 WISPG_G: p/5540619
2016-10-15 11:41 WISPG_G: PogChamp? xd
2016-10-15 11:41 DTM9 Nowa: Yes
2016-10-15 11:41 DTM9 Nowa: Pog
2016-10-15 11:41 DTM9 Nowa: Champ
2016-10-15 11:42 WISPG_G: okay
2016-10-15 11:42 WISPG_G: what about 1st two suggestions in thread? xd
2016-10-15 11:43 DTM9 Nowa: Could you like open little bit more what you ment on the first suggestion
2016-10-15 11:43 DTM9 Nowa: I really couldn't figure out what you exactly meant there
2016-10-15 11:44 WISPG_G: There just drum sounds on white and red ticks, you can just follow them and make some jumps
2016-10-15 11:47 DTM9 Nowa: Alright i tried to do something
2016-10-15 11:49 WISPG_G: what about 2nd?
2016-10-15 11:50 DTM9 Nowa: And for the second suggestion, i want to have the slider you have mentioned blanketed with the red anchor of 00:31:529 (2) - so i don't really know what i would do there after all as i want to have some kind of an anti-flow pattern there
2016-10-15 11:54 WISPG_G: 00:04:971 (3,4,5,6,7) - I hear this rhythm like this http://prntscr.com/cu2mkr
2016-10-15 11:57 DTM9 Nowa: Yeah after i think about it, it's something like that but i cannot hear anything on the 4/4 tick ( 00:05:147 - & 00:05:676 - ) or atleast hear anything that should be specifically mapped
2016-10-15 11:58 WISPG_G: 00:07:353 (2) - move this somewhere to x:115 y:34 for balance space between objects 00:06:470 (3,1,2) -
2016-10-15 12:01 WISPG_G: 00:08:235 (6,3) - dont you want stack them?
2016-10-15 12:02 DTM9 Nowa: The thing for (2) is that i want to keep the somewhat circular flow over these two notes 00:07:353 (2,3) - but i guess it's too far away to express that idea so would moving it to like x189|y0 work aswell? Also why was this 00:06:470 (3) - highlighted?
2016-10-15 12:04 WISPG_G: http://prntscr.com/cu2pa5
2016-10-15 12:04 DTM9 Nowa: I could stack this 00:09:117 (3) - with the midpoint of the slider (the point where the slider ball thing is at 00:08:323 - ) so these two 00:08:853 (2,3) - would work work out, though i think stacking the (3) with sliderhead/tail would not work that well
2016-10-15 12:06 WISPG_G: stack with midpoint? So you should move circle to x:265 y:356 shouldnt you?
2016-10-15 12:07 DTM9 Nowa: Yes somewhere about there, though the head would work aswell but i think the midpoint is better
2016-10-15 12:07 WISPG_G: I see
2016-10-15 12:08 DTM9 Nowa: Also fixed the thing with these 00:06:470 (3,1,2) -
2016-10-15 12:09 WISPG_G: 00:17:058 (1) - looks like here should be slider, this sound 00:17:235 - weak compared with this 00:17:412 - which should be clickable
2016-10-15 12:09 WISPG_G: 00:17:411 (2,3,4,5) - and this is stream with 5 circles isnt it?
2016-10-15 12:10 WISPG_G: whole part sounds like http://prntscr.com/cu2r0e
2016-10-15 12:13 DTM9 Nowa: Yeah for the part you printscreened that will take some time but i will change it when i update the set
2016-10-15 12:13 WISPG_G: sure
2016-10-15 12:14 WISPG_G: 00:23:765 - this also should be clickable
2016-10-15 12:17 WISPG_G: 00:34:176 - do you hear like this sounds continue on next blue tick? I think you can make instead of this reverse 2 1/4 sliders or stack 00:34:000 (1,2) - them what also can emphasize this sound imo
2016-10-15 12:17 WISPG_G: something like little pause
2016-10-15 12:17 DTM9 Nowa: One sec
2016-10-15 12:19 DTM9 Nowa: 00:22:706 (1,2,3,4,5,6,7) - For this pattern do you think something like this would work? https://osu.ppy.sh/ss/6326212
2016-10-15 12:20 WISPG_G: may be, you can try
2016-10-15 12:23 DTM9 Nowa: 00:34:000 - And for this thing i still need to figure out how i do the patterns but i'd say 2 1/4 sliders would work really well
2016-10-15 12:26 WISPG_G: 01:05:941 (6,8) - 01:06:117 (7,1) - copy-paste please
2016-10-15 12:28 DTM9 Nowa: Alright
2016-10-15 12:29 WISPG_G: 01:30:470 (6) - remove NC -> 01:30:647 (1) - add NC
2016-10-15 12:30 DTM9 Nowa: done
2016-10-15 12:31 WISPG_G: dont like modding mapsets ._. prefer maps for approval xd repeating 1 song over and over meh
2016-10-15 12:32 WISPG_G: why BSD in Another set on 1/12? xd
2016-10-15 12:32 DTM9 Nowa: I don't fucking know
2016-10-15 12:32 DTM9 Nowa: lol
2016-10-15 12:33 DTM9 Nowa: I use 1/8s twice in the map but 1/12s, nahhh
2016-10-15 12:35 WISPG_G: ACTION is playing [https://osu.ppy.sh/b/1053845 Titancube - Warp Drive [Another]] -NoFail
2016-10-15 12:37 WISPG_G: still so much streams for me
2016-10-15 12:38 WISPG_G: 00:03:294 (4) - here 1/1, but here 00:08:588 (1,2) - 4/4 + circle?
2016-10-15 12:40 DTM9 Nowa: Technically this 00:03:294 (4) - could be broken down to a 1/2 slider
2016-10-15 12:41 DTM9 Nowa: As there is there is an almost unnotable sound change with the bass like synthesizer or whatever that is
2016-10-15 12:42 WISPG_G: 00:25:353 - sounds like this can be clickable
2016-10-15 12:42 WISPG_G: something like 1/4 slider
2016-10-15 12:43 DTM9 Nowa: Though i end up following that change in the other slider but i tend to follow it in the other slider you noted out but that follows the atleast to me, unknown instrument that starts from here 00:08:588 -
2016-10-15 12:43 DTM9 Nowa: And yes this 00:25:353 - should be a 1/4 slider, or atleast a note
2016-10-15 12:44 DTM9 Nowa: I most likely replace it with a note as i don't want to force the technical mapping to another like in special
2016-10-15 12:45 WISPG_G: intersting fact that you using higher spacing between slider and circle 00:30:117 (5,1) - than between slider and slider 00:30:823 (5,1) -
2016-10-15 12:46 DTM9 Nowa: Most likely a pattern thing as i made these two 00:29:765 (1,2,3,4,5) - 00:30:470 (1,2,3,4,5) - kinda mirrored
2016-10-15 12:47 DTM9 Nowa: But sure i can increase the slider|slider DS to 2.2x aswell
2016-10-15 12:47 WISPG_G: could be nice
2016-10-15 12:47 DTM9 Nowa: Alright, will be done then
2016-10-15 12:47 WISPG_G: 00:36:117 (9,10) - you know)
2016-10-15 12:48 WISPG_G: 01:06:470 (1) - may be NC?
2016-10-15 12:50 DTM9 Nowa: I have talked about the NC thing for that note but this 01:06:117 (1,2,3) - is supposed to be a pattern so that is why i didn't NC it in the first point
2016-10-15 12:50 DTM9 Nowa: You will notice the same thing in insane
2016-10-15 12:50 WISPG_G: 01:30:470 (1,2) - thats like about NC from Special xd
2016-10-15 12:51 DTM9 Nowa: I'll just go and fix that final NC to all diffs
2016-10-15 12:51 DTM9 Nowa: lol
2016-10-15 12:51 WISPG_G: cool =w=b
2016-10-15 12:54 WISPG_G: Probably in insane its possible make FC for mw
2016-10-15 12:54 WISPG_G: for me*
2016-10-15 12:57 WISPG_G: Well I dont see anything special here only 1 thing
2016-10-15 12:57 WISPG_G: 01:01:176 (6,1) - stack? xd
2016-10-15 12:58 DTM9 Nowa: Done
2016-10-15 12:58 WISPG_G: 01:16:706 (2,1) - here too?
2016-10-15 13:01 DTM9 Nowa: 01:16:706 (2,3) - Mirrored, 01:17:059 (3,1) - Blanketed. I can almost stack them but if i stack them compeletely, my original intentions don't really work. This is the best i can do https://osu.ppy.sh/ss/6326393
2016-10-15 13:04 WISPG_G: Paydayz's have no any issues xd
2016-10-15 13:04 WISPG_G: should I check Normal and Easy?
2016-10-15 13:04 WISPG_G: because I dont want xD
2016-10-15 13:04 DTM9 Nowa: Just do a Fastest Check Ever ™
2016-10-15 13:05 DTM9 Nowa: They shouldn't have much problems anyway
2016-10-15 13:07 WISPG_G: Nope cant see anything
2016-10-15 13:07 WISPG_G: 10/10 xd
2016-10-15 13:07 WISPG_G: okay 9.5/10
2016-10-15 13:08 DTM9 Nowa: Only thing i noticed in normal was that this 01:30:117 - should be a 1/1
2016-10-15 13:08 DTM9 Nowa: (slider)
2016-10-15 13:08 WISPG_G: as you wish =w=/
2016-10-15 13:08 WISPG_G: I go to post? >_>
2016-10-15 13:08 DTM9 Nowa: sure

Good luck! o/
Thanks for modding!~
paydayzcool
Hi Gordon123,

Thanks for modding!

Gordon123 wrote:

[Paydayz's Hard]

  • 00:16:882 (4) - idk but u have only one stack here lol its look strange rly maybe u can move it to x:108 y:120 That works.
    00:19:970 - add circle(imo) try No thanks, don't really like it.
    00:35:765 (2) - move it to x:332 y:272 It will look more even between the two 00:35:412 (1,3) - ) Changed.

UPDATE
osu file format v14

[General]
AudioFilename: WarpDrive.mp3
AudioLeadIn: 0
PreviewTime: 67529
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.6

[Metadata]
Title:Warp Drive
TitleUnicode:Warp Drive
Artist:Titancube
ArtistUnicode:Titancube
Creator:DTM9 Nowa
Version:Paydayz's Hard
Source:VOEZ
Tags:paydayzcool electro electronic techno
BeatmapID:1025111
BeatmapSetID:472890

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:6
ApproachRate:7
SliderMultiplier:1.3
SliderTickRate:1

[Events]
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F,0,67479,67529,0,0.4
C,2,67479,68509,128,128,255
P,0,67479,68509,A
M,0,67529,,209,305
S,0,67529,,1
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327,183,40706,2,0,L|227:287,1,130,8|0,0:0|0:0,0:0:0:0:
143,299,41235,5,0,0:0:0:0:
123,207,41412,2,0,L|223:103,1,130,8|0,0:0|0:0,0:0:0:0:
271,43,41941,1,0,0:0:0:0:
359,19,42117,2,0,P|395:31|419:71,1,65,8|0,0:0|0:0,0:0:0:0:
408,141,42470,6,0,B|388:205|388:205|328:213|328:213|308:285,1,195
228,319,43176,2,0,B|193:317|166:333|166:333|139:314|139:314|95:339|43:317,1,195
256,192,43882,12,0,45294,0:0:0:0:
369,287,56588,6,0,P|390:228|360:161,1,130,4|0,0:0|0:0,0:0:0:0:
299,229,57647,1,8,0:0:0:0:
237,296,58000,2,0,L|193:240,1,65,0|8,0:0|0:0,0:0:0:0:
108,236,58706,2,0,L|97:165,1,65,0|8,0:0|0:0,0:0:0:0:
100,80,59412,6,0,B|164:68|164:68|236:96,1,130
316,88,60470,1,8,0:0:0:0:
324,180,60823,2,0,L|368:236,1,65,0|8,0:0|0:0,0:0:0:0:
456,240,61529,2,0,L|466:310,1,65,0|8,0:0|0:0,0:0:0:0:
336,344,62235,6,0,P|284:348|228:316,1,97.50000371933,0|8,0:0|0:0,0:0:0:0:
308,212,62941,1,0,0:0:0:0:
204,124,63294,1,8,0:0:0:0:
72,96,63647,2,0,L|88:192,1,97.50000371933,0|8,0:0|0:0,0:0:0:0:
192,280,64353,2,0,L|208:344,2,48.750001859665,0|0|8,0:0|0:0|0:0,0:0:0:0:
256,192,65059,12,4,66470,0:0:0:0:
145,249,67529,5,0,0:0:0:0:
307,140,67882,6,0,B|333:217|333:217|316:306,1,162.5,4|8,0:0|0:0,0:0:0:0:
235,351,68412,1,0,0:0:0:0:
137,350,68588,2,0,B|71:301|71:301|34:219,1,162.5,0|8,0:0|0:0,0:0:0:0:
73,136,69117,1,0,0:0:0:0:
73,38,69294,6,0,P|141:68|170:147,1,162.5,0|8,0:0|0:0,0:0:0:0:
189,242,69823,1,0,0:0:0:0:
176,339,70000,2,0,P|224:335|272:286,1,81.25
296,230,70353,2,0,P|276:195|274:154,1,81.25
322,72,70706,6,0,P|391:41|469:76,1,162.5,0|8,0:0|0:0,0:0:0:0:
493,168,71235,1,0,0:0:0:0:
432,244,71412,2,0,P|408:214|397:158,1,81.25
311,221,71765,2,0,P|335:251|346:307,1,81.25,8|0,0:0|0:0,0:0:0:0:
249,298,72117,6,0,L|196:228,1,81.25
154,319,72470,2,0,L|101:249,1,81.25,8|0,0:0|0:0,0:0:0:0:
37,183,72823,1,0,0:0:0:0:
85,98,73000,2,0,P|115:71|167:63,2,81.25,0|8|0,0:0|0:0|0:0,0:0:0:0:
162,157,73529,6,0,P|192:226|268:275,1,162.5,0|8,0:0|0:0,0:0:0:0:
346,325,74059,1,0,0:0:0:0:
442,338,74235,2,0,L|476:253,1,81.25
379,233,74588,2,0,L|344:158,1,81.25,8|0,0:0|0:0,0:0:0:0:
388,71,74941,6,0,P|343:61|286:77,1,81.25
235,131,75294,2,0,P|194:136|155:126,1,81.25
59,141,75647,1,0,0:0:0:0:
16,226,75823,1,0,0:0:0:0:
63,311,76000,2,0,L|154:297,1,81.25,8|0,0:0|0:0,0:0:0:0:
224,336,76353,6,0,L|295:278,1,81.25
380,294,76706,2,0,L|413:208,1,81.25,8|0,0:0|0:0,0:0:0:0:
489,162,77059,2,0,P|432:123|339:147,1,162.5,0|8,0:0|0:0,0:0:0:0:
293,216,77588,1,0,0:0:0:0:
254,295,77765,2,0,P|177:315|110:274,1,162.5,0|8,0:0|0:0,0:0:0:0:
191,220,78294,1,0,0:0:0:0:
109,166,78470,2,8,P|72:152|40:120,2,81.25
125,69,79000,1,0,0:0:0:0:
216,45,79176,6,0,B|298:50|298:50|358:110,1,162.5,4|8,0:0|0:0,0:0:0:0:
393,197,79706,1,0,0:0:0:0:
471,255,79882,2,0,L|457:341,1,81.25
372,289,80235,2,0,L|358:375,1,81.25,8|0,0:0|0:0,0:0:0:0:
262,356,80588,6,0,P|218:347|188:325,2,81.25,0|0|8,0:0|0:0|0:0,0:0:0:0:
258,258,81117,1,0,0:0:0:0:
163,234,81294,2,0,L|176:151,1,81.25
79,168,81647,2,0,L|65:85,1,81.25,8|0,0:0|0:0,0:0:0:0:
157,52,82000,6,0,L|321:60,1,162.5,0|8,0:0|0:0,0:0:0:0:
415,43,82529,1,0,0:0:0:0:
473,121,82706,2,0,L|464:285,1,162.5,0|8,0:0|0:0,0:0:0:0:
371,312,83235,1,0,0:0:0:0:
277,340,83412,6,0,P|237:344|194:331,2,81.25,0|0|8,0:0|0:0|0:0,0:0:0:0:
246,247,83941,1,0,0:0:0:0:
149,254,84117,2,0,P|117:289|105:327,1,81.25
42,246,84470,2,0,P|10:211|-1:172,1,81.25,8|0,0:0|0:0,0:0:0:0:
19,83,84823,6,0,L|110:96,1,81.25,8|0,0:0|0:0,0:0:0:0:
187,51,85176,2,0,L|258:108,1,81.25,8|0,0:0|0:0,0:0:0:0:
348,97,85529,2,0,L|381:182,1,81.25,8|0,0:0|0:0,0:0:0:0:
465,214,85882,2,0,L|450:304,1,81.25,8|0,0:0|0:0,0:0:0:0:
361,331,86235,5,0,0:0:0:0:
263,340,86412,2,8,L|180:326,2,81.25,8|8|0,0:0|0:0|0:0,0:0:0:0:
241,244,86941,1,8,0:0:0:0:
143,244,87117,2,8,L|60:230,2,81.25,0|8|8,0:0|0:0|0:0,0:0:0:0:
192,159,87647,6,8,L|212:76,1,81.25,8|0,0:0|0:0,0:0:0:0:
308,68,88000,2,8,L|287:150,1,81.25,8|0,0:0|0:0,0:0:0:0:
385,140,88353,2,8,L|405:57,1,81.25,8|0,0:0|0:0,0:0:0:0:
502,51,88706,2,8,L|481:133,1,81.25
441,218,89059,6,8,P|400:235|349:228,1,81.25,0|8,0:0|0:0,0:0:0:0:
266,223,89412,1,8,0:0:0:0:
194,288,89588,1,8,0:0:0:0:
111,236,89765,2,8,P|70:219|19:226,1,81.25,8|0,0:0|0:0,0:0:0:0:
56,315,90117,2,0,L|49:361,2,40.625,8|0|0,0:0|0:0|0:0,0:0:0:0:
146,351,90470,5,0,0:0:0:0:
243,352,90647,1,8,0:0:0:0:
329,308,90823,1,12,0:0:0:0:
256,192,91000,12,0,94706,0:0:0:0:
Kibbleru
you requested for my opinion.

i think the map currently as it is, is probably rankable. but it wouldn't hurt to learn a bit more on how to space your map properly so that it looks nice
t/465718
Potatoe751
For M4M

Alright sorry in advance, but basically the only things I see wrong are blankets that are off by 1 or 2 pixels…

Easy:
00:03:647 (2) – Idk if this was meant to be blanketed, but it’s really uneven if it was

Normal:
00:20:941 (3) – Move to x:160 y:200
00:22:000 (5) – Move to x:120 y:4 to keep it even with the last slider
01:24:117 (6) – Move to x:48 y:56

Hard:
00:02:235 (3) – Move to x:348 y:312 or x:344 y:316
00:03:294 (2) – Move to x:216 y:128 and then 00:03:647 (3) – to x:360 y:172
00:11:412 (1) – Move to x:232 y:288
00:17:412 (2) – Move to x:184 y: 96
00:23:765 (4) – Move to x:124 y:328
00:25:529 (1) – Move to x:192 y:64
00:29:059 (3) – Move to x:420 y:276 and move the endpoint to x:284 y:264
00:35:059 (3) – Move to x:184 y:340 (that’s still not the same distance as 00:34:529 (2) – but closer to it)
00:39:647 (1) – Move to x:176 y:52
00:40:000 (2) – Move to x:232 y:192
01:11:765 (4) – Move to x:312 y:224
01:13:000 (4) – Move to x:88 y:96
01:18:470 (7) – Move to x:112 y:164
01:23:412 (1) – Move to x:280 y:340
01:29:765 (4) – Move to x:112 y:236

Insane:
00:30:470 (9) - 00:33:294 (9) – 00:41:765 (9) – NC
01:11:412 (4) – Move down to y:236
01:10:000 (3) - 01:18:470 (3) – NC?

Another:
00:32:235 (6) – Move to x:404 y:328
01:09:117 (7) – Move to x:256 y:252
01:12:117 (1) – Move the start point to x:248 y:308
01:16:000 (5) – Move to x:388 y:124
01:26:941 (6) – Move to x:200 y:320
01:27:294 (7) – Move to x:272 y:80

Special:
00:16:705 (9) – 00:19:529 (9) - NC?
01:08:235 (3) - Should be moved to x:24 y:308 to blanket 01:08:765 (5) - – evenly
01:12:117 (1) – Should be moved to x: 320 y:280 with the top point at x:260 y:148 to blanket 01:11:765 (5) - evenly
01:18:117 (2) – Should be moved to x:132 y:64 to blanket 01:17:765 (1) – evenly
01:12:823 (4) - 01:18:470 (3) – 01:24:117 (5) - NC?
_koinuri
Hey, from M4M request.

[Storyboard]
  1. A lot of the images has unnecessary transparency in them that can be removed. Excessive transparent sections will increase your sb load for no reason so there should be as little of them as possible. You can just quickly trim all the images in photoshop or something and it'll be good.
  2. Fading through Black BG is considered a bad practice because it'll only cover up the entire screen and not delete the things behind the black bg, which cause an unnecessary increase in sb load. Since osu has black bg as default, you should use fade command on each sprites to fade out instead. You can just do the same exact commands on Black BG.png with WDWP.jpg and other sprites that you want to fade out.
  3. .obs file can use some cleaning. There are many unnecessary commands lying there that splits up the commands, which will increase your osb by couple of kb. Though not exactly something major, it's always nice to aim for most optimized storyboard so as many people can enjoy it.
    An example of unnecessary clutter in osb is stuff like this:
    It can be avoided by being careful not to do any transformation outside the intended keyframes (like accidentally moving the bg while you scroll through the song). Click the arrow buttons to snap to each keyframes and delete the ones that are not properly snapped (don't worry about the spectrogram, it's properly optimized). If you want something that gradually speed up/down, use the Easing command near the bottom of the storyboard options. Easing does gradual movement significantly better than manual human made easing, so no reason not to use easing imo. There are many more options for easing with scripting but I won't go in detail unless you want to.

[General]
  1. Though you asked for a check for aesthetics on higher difficulty, I think the higher difficulties for the most part are good enough. Lower diffs, on the other hand, probably could use some polishing on aesthetics.
  2. One thing I noticed in many lower difficulties is the interchanging of active/passive hitsounding and general lack of consistency caused by the interchanging. I'll point out a couple in each difficulty, so please try to fix the similar instances through your own decision even if I didn't point some out.
  3. I'm not sure about your mapping background so just in case:
    1. Active hitsounds are "strong" objects. You're have to click in order to play that note and all the strong beats should be mapped with active hitsounds. Examples are beginning of the slider and a circle.
    2. Passive hitsounds are "weak" objects. osu! will hit the note for you so you don't have to be accurate with them. They aren't as dominant as active hitsounds, and should be mapped to something weaker. Examples are the end of the spinner and slider end.
    3. Watch pishifat's rhythm video for more info
  4. Another thing to note about this active/passive hitsounding in this song is that since majority of the notes are constant, music theory plays a big role in rhythm choices, especially on lower difficulties Here's another pishifat video to help understand music theory's role on osu!
  5. HP is generally set high. Majority of maps in osu! rarely exceeds 6, and anything above 7 is tends to only be used on a gimmicky map. I would personally lower it but you can probably rank it without lowering it.
  6. According to Modding Assistant, no unrankable errors in this mapset, so it should be good to go in that aspect!

[Easy]
  • The reason why this Easy is unappealing to many aesthetically is because there are many negative/empty space between all notes, due to the Easy fully mapped to 2/1 beats. It also creates a somewhat wide gap between Easy and Normal rhythmically, because Normal contains many 1/2 beats. It makes Easy too slow and Normal too fast for some players, and imo it would be better both aesthetically and spread wise to map Easy in full 1/1 beats instead. But in the end, it's all up to you to decide what you want to do with it

[Normal]
  1. 00:14:588 (2,3) - The problem with this kind of rhythmic choice is that they poorly follow the music theory. Try rearranging notes to something like this
  2. 00:19:882 (1) - Any reason why this is a slider instead of a circle like the previous ones 00:12:823 (4,1,1) ? It should work better if the notes are mapped this way for consistency and better rhythmically
  3. 00:35:412 (4,5) - Same idea as the first point
  4. 01:30:117 (3) - Ends on a major note, so it will work better if this note was active. Try shortening the slider and using a circle at the end instead

[Paydayz's Hard]
  1. 00:05:765 (1) - missing clap at the end of the slider
  2. 00:10:176 (1,2,3,4,5) - The sliders begin on red tick and end on white. This is bad use of active hitsounds and defies music theory, which cause the entire section to feel awkward to hit (watch 1 3 2 4 by pishifat linked in general part of this mod). Maybe change rhythm similar to something like this
  3. 00:20:941 (5,1,2,3) - Similar to the second point, 00:20:941 (5) ends on the downbeat, which cause the remaining sliders to shift backwards and start on red. A better rhythm choice is to do would be something more like this
  4. 00:24:117 (5) - Missing NC
  5. 00:24:470 (6,7) - Both lacks clap even though it's musically similar to this section 00:29:765 (1,2,3,4,5)
  6. 00:37:176 (3,4,5) - Same drill, try either this or this. I think you get the idea.
  7. 00:56:588 (1,1) - Maybe you can hitsound the slidertick so you won't miss the snare sound, makes the entire section feel empty without them

[Insane]
  1. 00:42:470 (1,2,3,4,5) - Has a strong build up but the map doesn't reflect it well. I suggest you make a pattern similar to 01:05:059 (1,2,1,2,1,2,1,2,3).
  2. 01:06:470 (3) - Probably can use some NC here
Aesthetics
A different section for aesthetics because it can be pretty subjective, but since you asked for it, I'll start writing couple of things I would personally change to fix the aesthetics. You can ignore them all if you want, it's very opinionated after all
  1. 00:05:059 (4) - Paralleling with 00:04:353 (1) works better here imo. It continues the parallel theme of 00:04:706 (2,3) and blends nicely with them.
  2. 00:13:176 (2,3,4,5,6,7,1) - I see an attempt to make a symmetry, but doesn't quite do it right. Copy 00:13:176 (2), ctrl + h and ctrl + g, then ctrl + shift + f to make them a 5 note stream. Align the repeat slider with the last note of the stream and delete the last note. This makes a good symmetry and cleans up the section a bit
  3. 00:14:588 (2,3,4,5,6,7,1) - Make the following notes after the slider equal spacing and make 00:15:647 (1) more parallel to the slider to imply a more circular movement and cleanness
  4. 00:21:647 (2,3,4,5,6,7,1) - The curve created by 00:22:000 (3) is quite sharp visually. Try easing into the next notes a bit by rotating it roughly 90 degrees on either direction then slightly curving it.
  5. 01:10:000 (3,4,5,6) - Notes here are jagged and lacks reasoning. Try arranging it a bit to have easily recognizable trait to it, here's a quick example that doesn't break the map much. It has equal spacing between all notes and forms a triangle on 01:10:176 (4,5,6) .

[Another]
Aesthetics
  1. 00:10:176 (2,3,4,5,6) - All 3 "sections" are too far apart to be associated with each other, making the whole pattern appear random. What I would do is first blanket 00:10:353 (3) with 00:09:294 (4) . Though you can barely see them together even on editor, it's always nice to have every note "attached" to a reason for aesthetic purpose. You can then make 00:10:176 (2) closer to 00:10:353 (3) and form a parallel line between 00:09:647 (5,2) and 00:09:294 (4,3) . Finally, move 00:10:529 (4,5,6) below 00:09:647 (5,6,7,8) to associate these notes with something and rotate the slider to be more parallel with 00:09:294 (4) to make it blend a bit more. I know all this is really specific but this is one way to make everything kind of "click" with each other. You can probably find another way to do it if you wish.

[Special]
  1. 00:13:176 (2,3) and 00:14:588 (2,3) - ignores a distinct note on 00:13:265 that has been mapped by 00:11:853 (3). By ignoring this note, it cause 00:13:441 (3) to be shifted onto blue tick jump, which is awkward to play. Try doing something like this
  2. 00:17:412 (2,3,4,5,6) and 00:18:823 (2,3,4,5,6,7,8,9,10,11,12) and 00:20:235 (2,3,4,5,6,7,8,9) - repeats the previous section and is overmapped a bit, mainly notes like 00:17:588 (4,4,4) that should be removed to follow the song better.
  3. 00:24:117 (1,2,3,4,5,6,7,1,2,3,4,5,1) - This is the only instance that maps this section of music as triplets. It'll be more consistent if notes are mapped as streams instead.

Good luck on this mapset!
Topic Starter
Nowaie

Kibbleru wrote:

you requested for my opinion.

i think the map currently as it is, is probably rankable. but it wouldn't hurt to learn a bit more on how to space your map properly so that it looks nice
t/465718

As the mapset creator you usually have harder time to find issues like such. I will ask few people for opinions about this and some suggestions.

Potatoe751 wrote:

For M4M

Alright sorry in advance, but basically the only things I see wrong are blankets that are off by 1 or 2 pixels… That is totally fine, it's atleast something...

Easy:
00:03:647 (2) – Idk if this was meant to be blanketed, but it’s really uneven if it was Honestly if it's like that, it's not supposed to be blanketed

Normal:
00:20:941 (3) – Move to x:160 y:200 Ruins the blanket
00:22:000 (5) – Move to x:120 y:4 to keep it even with the last slider I'll move the 1 instead of 5 as moving the 1 ruins the blanket
01:24:117 (6) – Move to x:48 y:56 Ruins the spacing, may need overhauling

Insane:
00:30:470 (9) - 00:33:294 (9) – 00:41:765 (9) – NC Done
01:11:412 (4) – Move down to y:236 Alright
01:10:000 (3) - 01:18:470 (3) – NC? I don't really see a reason to NC these

Another:
00:32:235 (6) – Move to x:404 y:328 y325 works
01:09:117 (7) – Move to x:256 y:252 Good catch, i still tweaked it by a bit from your suggestion
01:12:117 (1) – Move the start point to x:248 y:308 Would ruin the overall patterning there
01:16:000 (5) – Move to x:388 y:124 There was a small blanketing problem with 4 but there ain't any with 5
01:26:941 (6) – Move to x:200 y:320 x199|y318
01:27:294 (7) – Move to x:272 y:80 x270|y79

Special:
00:16:705 (9) – 00:19:529 (9) - NC? I think someone has told you that every 9th nots should be NCd amirite? Technically this is done on streams that contain only hitcircles such as this one 00:38:235 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - where it's kinda logical. Though it's usually done every 2/1 which is logical. Lets take a look at the first suggestion. The first part of the 4/1 are sliders 00:15:647 (1,2,3,4) - which would be considered as a single pattern. The second part is this stream 00:16:353 (5,6,7,8,9,10,11,12) - which can be considered as it's own pattern or a part of the pattern before it. I will NC the 5 from that stream because it's logical and it has reasoning behind it. For the other note you mentioned i won't do anything because there is nothing that would reason the NC
01:08:235 (3) - Should be moved to x:24 y:308 to blanket 01:08:765 (5) - – evenly Done
01:12:117 (1) – Should be moved to x: 320 y:280 with the top point at x:260 y:148 to blanket 01:11:765 (5) - evenly Tweaked by a bit
01:18:117 (2) – Should be moved to x:132 y:64 to blanket 01:17:765 (1) – evenly Tweaked by a bit
01:12:823 (4) - Done
01:18:470 (3) - Not needed as the patterning does not change enough
01:24:117 (5) - ^

-[Koinuri] wrote:

Hey, from M4M request.

[Storyboard]
  1. A lot of the images has unnecessary transparency in them that can be removed. Excessive transparent sections will increase your sb load for no reason so there should be as little of them as possible. You can just quickly trim all the images in photoshop or something and it'll be good.
  2. Fading through Black BG is considered a bad practice because it'll only cover up the entire screen and not delete the things behind the black bg, which cause an unnecessary increase in sb load. Since osu has black bg as default, you should use fade command on each sprites to fade out instead. You can just do the same exact commands on Black BG.png with WDWP.jpg and other sprites that you want to fade out.
  3. .obs file can use some cleaning. There are many unnecessary commands lying there that splits up the commands, which will increase your osb by couple of kb. Though not exactly something major, it's always nice to aim for most optimized storyboard so as many people can enjoy it.
    An example of unnecessary clutter in osb is stuff like this:
    It can be avoided by being careful not to do any transformation outside the intended keyframes (like accidentally moving the bg while you scroll through the song). Click the arrow buttons to snap to each keyframes and delete the ones that are not properly snapped (don't worry about the spectrogram, it's properly optimized). If you want something that gradually speed up/down, use the Easing command near the bottom of the storyboard options. Easing does gradual movement significantly better than manual human made easing, so no reason not to use easing imo. There are many more options for easing with scripting but I won't go in detail unless you want to.

    Yeah, first time storyboarding and i don't really know a shit about it after all ;^;. I will take a look at this properly when i have time

[General]
  1. Though you asked for a check for aesthetics on higher difficulty, I think the higher difficulties for the most part are good enough. Lower diffs, on the other hand, probably could use some polishing on aesthetics. Every diff could use some polishing on aesthetics but as the mapper i really can't see the map like you for example do
  2. One thing I noticed in many lower difficulties is the interchanging of active/passive hitsounding and general lack of consistency caused by the interchanging. I'll point out a couple in each difficulty, so please try to fix the similar instances through your own decision even if I didn't point some out. This is something i have recently overhauled in the Special, Another and Insane. Though this is something i have only learned recently so the output regarding this may not be perfect (yet)
  3. I'm not sure about your mapping background so just in case:
    1. Active hitsounds are "strong" objects. You're have to click in order to play that note and all the strong beats should be mapped with active hitsounds. Examples are beginning of the slider and a circle.
    2. Passive hitsounds are "weak" objects. osu! will hit the note for you so you don't have to be accurate with them. They aren't as dominant as active hitsounds, and should be mapped to something weaker. Examples are the end of the spinner and slider end.
    3. Watch pishifat's rhythm video for more info
  4. Another thing to note about this active/passive hitsounding in this song is that since majority of the notes are constant, music theory plays a big role in rhythm choices, especially on lower difficulties Here's another pishifat video to help understand music theory's role on osu!
  5. HP is generally set high. Majority of maps in osu! rarely exceeds 6, and anything above 7 is tends to only be used on a gimmicky map. I would personally lower it but you can probably rank it without lowering it.


    Yeah it may be bit high and i most likely will lower it for Insane and Another by 0.5-1.5. Though for Special i'll just stick with the crankys advice that is represented above


  6. According to Modding Assistant, no unrankable errors in this mapset, so it should be good to go in that aspect! Most likely only positive thing that can be said from this map

[Easy]
  • The reason why this Easy is unappealing to many aesthetically is because there are many negative/empty space between all notes, due to the Easy fully mapped to 2/1 beats. It also creates a somewhat wide gap between Easy and Normal rhythmically, because Normal contains many 1/2 beats. It makes Easy too slow and Normal too fast for some players, and imo it would be better both aesthetically and spread wise to map Easy in full 1/1 beats instead. But in the end, it's all up to you to decide what you want to do with it

    I totally agree. Remapping soon™

[Normal]
  1. 00:14:588 (2,3) - The problem with this kind of rhythmic choice is that they poorly follow the music theory. Try rearranging notes to something like this Yeah, as i said that i have only overhauled the top 3 diffs for this i'm sure there are problems such as this one. Everything like this will be taken a look at just when i have enough time
  2. 00:19:882 (1) - Any reason why this is a slider instead of a circle like the previous ones 00:12:823 (4,1,1) ? It should work better if the notes are mapped this way for consistency and better rhythmically I don't think there would be a specific reason for that to be so. Will be fixed
  3. 00:35:412 (4,5) - Same idea as the first point Same response as the first point
  4. 01:30:117 (3) - Ends on a major note, so it will work better if this note was active. Try shortening the slider and using a slider at the end instead Honestly it's not a major beat because the only sound that is followable at this point is the synthesizer which is descending over the 5 1/4 ticks. There are no drums, no differing beats, nothing that would make the note worth begin clickable.

[Insane]
  1. 00:42:470 (1,2,3,4,5) - Has a strong build up but the map doesn't reflect it well. I suggest you make a pattern similar to 01:05:059 (1,2,1,2,1,2,1,2,3). I see, though the build up is not strong enough when compared to this (part) 01:05:059 (1,2,1,2,1,2,1,2,3) - . I made the spacing little bit longer for the 00:42:470 (1,2,3,4,5) - but it can't be compared to the other jumps, as those jumps build up to the kiai. Also technically the build up starts all the way from 00:56:588 - and the pinnacle is here 01:06:470 - . That jump overall has to be longer as I see that point as one of the most hyped up points of the map with this one 01:29:765 -
  2. 01:06:470 (3) - Probably can use some NC here The way i see the jumps form three straight jumps (clarified by the NCs) and technically a fourth one but as there were no notes to map (nor space to use) to make a fifth one to complete the pattern. So i decided to make the last pattern a triangular shape which is why i do not want to use NC there
Aesthetics
A different section for aesthetics because it can be pretty subjective, but since you asked for it, I'll start writing couple of things I would personally change to fix the aesthetics. You can ignore them all if you want, it's very opinionated after all
  1. 00:05:059 (4) - Paralleling with 00:04:353 (1) works better here imo. It continues the parallel theme of 00:04:706 (2,3) and blends nicely with them.

    Yeah i kinda like it. As the original idea was to mirror the 1 to the place of 4 which is what it is right now. Though continuing the paralleling patterning seems like a good idea!
  2. 00:13:176 (2,3,4,5,6,7,1) - I see an attempt to make a symmetry, but doesn't quite do it right. Copy 00:13:176 (2), ctrl + h and ctrl + g, then ctrl + shift + f to make them a 5 note stream. Align the repeat slider with the last note of the stream and delete the last note. This makes a good symmetry and cleans up the section a bit

    I think i originally had an idea that the stream would be a symmetrisized version of the (2) slider but i guess both work as the change is so minimal
  3. 00:14:588 (2,3,4,5,6,7,1) - Make the following notes after the slider equal spacing and make 00:15:647 (1) more parallel to the slider to imply a more circular movement and cleanness


    Technically that slider starts a new pattern ( 00:15:647 (1,2,3,4,5,6,7,1) - ) where the flow changes into zig zag stylish flow. This is why i don't see a reason to have it synergized with this slider 00:14:588 (2) - which is across the screen and in a totally different pattern
  4. 00:21:647 (2,3,4,5,6,7,1) - The curve created by 00:22:000 (3) is quite sharp visually. Try easing into the next notes a bit by rotating it roughly 90 degrees on either direction then slightly curving it.

    I don't want to do 90 degrees as that seems way too excessive. I'll rotate and curve it but 90 degrees is too much.
  5. 01:10:000 (3,4,5,6) - Notes here are jagged and lacks reasoning. Try arranging it a bit to have easily recognizable trait to it, here's a quick example that doesn't break the map much. It has equal spacing between all notes and forms a triangle on 01:10:176 (4,5,6) .
Good idea. Addtion to that i want to keep the slider equally spaced aswell so having 01:10:176 (4,5,6,1) - in a square pattern should work fairly well

[Another]
Aesthetics
  1. 00:10:176 (2,3,4,5,6) - All 3 "sections" are too far apart to be associated with each other, making the whole pattern appear random. What I would do is first blanket 00:10:353 (3) with 00:09:294 (4) . Though you can barely see them together even on editor, it's always nice to have every note "attached" to a reason for aesthetic purpose. You can then make 00:10:176 (2) closer to 00:10:353 (3) and form a parallel line between 00:09:647 (5,2) and 00:09:294 (4,3) . Finally, move 00:10:529 (4,5,6) below 00:09:647 (5,6,7,8) to associate these notes with something and rotate the slider to be more parallel with 00:09:294 (4) to make it blend a bit more. I know all this is really specific but this is one way to make everything kind of "click" with each other. You can probably find another way to do it if you wish.
I agree on everything except the suggestions on the 00:10:529 (4,5,6) - pattern. I want these 00:10:176 (2,3,4) - to be in a triangular pattern where the slider is on the left side of these notes 00:09:647 (5,6,7,8,1,2) -

[Special]
  1. 00:13:176 (2,3) and 00:14:588 (2,3) - ignores a distinct note on 00:13:265 that has been mapped by 00:11:853 (3). By ignoring this note, it cause 00:13:441 (3) to be shifted onto blue tick jump, which is awkward to play. Try doing something like this

    Done
  2. 00:17:412 (2,3,4,5,6) and 00:18:823 (2,3,4,5,6,7,8,9,10,11,12) and 00:20:235 (2,3,4,5,6,7,8,9) - repeats the previous section and is overmapped a bit, mainly notes like 00:17:588 (4,4,4) that should be removed to follow the song better.

    Some people kept suggesting to make it like it's currently so i went with it. Never again
  3. 00:24:117 (1,2,3,4,5,6,7,1,2,3,4,5,1) - This is the only instance that maps this section of music as triplets. It'll be more consistent if notes are mapped as streams instead.

    I'll try and we will see how it goes ^_^

Good luck on this mapset!
Thanks a ton for everything~
paydayzcool
Hi Potatoe571 and -[Koinuri],

Sorry I took so long! :?

Potatoe751 wrote:

For M4M

Alright sorry in advance, but basically the only things I see wrong are blankets that are off by 1 or 2 pixels… Wow, that's a lot of coordinates...

Hard:
00:02:235 (3) – Move to x:348 y:312 or x:344 y:316 Changed.
00:03:294 (2) – Move to x:216 y:128 and then 00:03:647 (3) – to x:360 y:172 ^
00:11:412 (1) – Move to x:232 y:288 ^
00:17:412 (2) – Move to x:184 y: 96 ^
00:23:765 (4) – Move to x:124 y:328 ^
00:25:529 (1) – Move to x:192 y:64 ^
00:29:059 (3) – Move to x:420 y:276 and move the endpoint to x:284 y:264 ^
00:35:059 (3) – Move to x:184 y:340 (that’s still not the same distance as 00:34:529 (2) – but closer to it) The jump is meant to be there.
00:39:647 (1) – Move to x:176 y:52 ^
00:40:000 (2) – Move to x:232 y:192 ^
01:11:765 (4) – Move to x:312 y:224 ^
01:13:000 (4) – Move to x:88 y:96 ^
01:18:470 (7) – Move to x:112 y:164 ^
01:23:412 (1) – Move to x:280 y:340 ^
01:29:765 (4) – Move to x:112 y:236 ^

Nice mod!

-[Koinuri] wrote:

Hey, from M4M request.

[Paydayz's Hard]
  1. 00:05:765 (1) - missing clap at the end of the slider Changed.
  2. 00:10:176 (1,2,3,4,5) - The sliders begin on red tick and end on white. This is bad use of active hitsounds and defies music theory, which cause the entire section to feel awkward to hit (watch 1 3 2 4 by pishifat linked in general part of this mod). Maybe change rhythm similar to something like this Just sayin', this map used to be an advanced diff. But I get get you mean. :)
  3. 00:20:941 (5,1,2,3) - Similar to the second point, 00:20:941 (5) ends on the downbeat, which cause the remaining sliders to shift backwards and start on red. A better rhythm choice is to do would be something more like this ^
  4. 00:24:117 (5) - Missing NC Changed.
  5. 00:24:470 (6,7) - Both lacks clap even though it's musically similar to this section 00:29:765 (1,2,3,4,5) I thought I needed to leave this part quiet, but I changed it anyway.
  6. 00:37:176 (3,4,5) - Same drill, try either this or this. I think you get the idea. I did the second one.
  7. 00:56:588 (1,1) - Maybe you can hitsound the slidertick so you won't miss the snare sound, makes the entire section feel empty without them Ok, how do I do that?

Good luck on this mapset! Thank you so much! :)
Here comes the UPDATE!

VVVVVV
osu file format v14

[General]
AudioFilename: WarpDrive.mp3
AudioLeadIn: 0
PreviewTime: 67529
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 2
GridSize: 4
TimelineZoom: 1.6

[Metadata]
Title:Warp Drive
TitleUnicode:Warp Drive
Artist:Titancube
ArtistUnicode:Titancube
Creator:DTM9 Nowa
Version:Paydayz's Hard
Source:VOEZ
Tags:paydayzcool electro electronic techno
BeatmapID:1025111
BeatmapSetID:472890

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:6
ApproachRate:7
SliderMultiplier:1.3
SliderTickRate:1

[Events]
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//Break Periods
2,45494,53773
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//Storyboard Layer 1 (Fail)
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C,2,67479,68509,128,128,255
P,0,67479,68509,A
M,0,67529,,209,305
S,0,67529,,1
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//Storyboard Sound Samples

[TimingPoints]
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Combo2 : 0,0,234
Combo3 : 128,128,255
Combo4 : 0,128,255

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168,256,39117,1,0,0:0:0:0:
124,176,39294,2,0,P|104:132|100:92,1,65,8|0,0:0|0:0,0:0:0:0:
176,50,39647,6,0,P|196:94|200:134,1,65
232,192,40000,2,0,P|252:248|324:280,1,130,8|0,0:0|0:0,0:0:0:0:
395,255,40529,1,0,0:0:0:0:
327,183,40706,2,0,L|227:287,1,130,8|0,0:0|0:0,0:0:0:0:
143,299,41235,5,0,0:0:0:0:
123,207,41412,2,0,L|223:103,1,130,8|0,0:0|0:0,0:0:0:0:
271,43,41941,1,0,0:0:0:0:
359,19,42117,2,0,P|395:31|419:71,1,65,8|0,0:0|0:0,0:0:0:0:
408,141,42470,6,0,B|388:205|388:205|328:213|328:213|308:285,1,195
228,319,43176,2,0,B|193:317|166:333|166:333|139:314|139:314|95:339|43:317,1,195
256,192,43882,12,0,45294,0:0:0:0:
369,287,56588,6,0,P|390:228|360:161,1,130,4|0,0:0|0:0,0:0:0:0:
299,229,57647,1,8,0:0:0:0:
237,296,58000,2,0,L|193:240,1,65,0|8,0:0|0:0,0:0:0:0:
108,236,58706,2,0,L|97:165,1,65,0|8,0:0|0:0,0:0:0:0:
100,80,59412,6,0,B|164:68|164:68|236:96,1,130
316,88,60470,1,8,0:0:0:0:
324,180,60823,2,0,L|368:236,1,65,0|8,0:0|0:0,0:0:0:0:
456,240,61529,2,0,L|466:310,1,65,0|8,0:0|0:0,0:0:0:0:
336,344,62235,6,0,P|284:348|228:316,1,97.50000371933,0|8,0:0|0:0,0:0:0:0:
308,212,62941,1,0,0:0:0:0:
204,124,63294,1,8,0:0:0:0:
72,96,63647,2,0,L|88:192,1,97.50000371933,0|8,0:0|0:0,0:0:0:0:
192,280,64353,2,0,L|208:344,2,48.750001859665,0|0|8,0:0|0:0|0:0,0:0:0:0:
256,192,65059,12,4,66470,0:0:0:0:
145,249,67529,5,0,0:0:0:0:
307,140,67882,6,0,B|333:217|333:217|316:306,1,162.5,4|8,0:0|0:0,0:0:0:0:
235,351,68412,1,0,0:0:0:0:
137,350,68588,2,0,B|71:301|71:301|34:219,1,162.5,0|8,0:0|0:0,0:0:0:0:
73,136,69117,1,0,0:0:0:0:
73,38,69294,6,0,P|141:68|170:147,1,162.5,0|8,0:0|0:0,0:0:0:0:
189,242,69823,1,0,0:0:0:0:
176,339,70000,2,0,P|219:339|262:304,1,81.25
287,229,70353,2,0,P|267:194|267:154,1,81.25,8|0,0:0|0:0,0:0:0:0:
322,72,70706,6,0,P|391:41|469:76,1,162.5,0|8,0:0|0:0,0:0:0:0:
493,168,71235,1,0,0:0:0:0:
432,244,71412,2,0,P|408:214|397:158,1,81.25
312,224,71765,2,0,P|336:254|347:310,1,81.25,8|0,0:0|0:0,0:0:0:0:
249,298,72117,6,0,L|196:228,1,81.25
154,319,72470,2,0,L|101:249,1,81.25,8|0,0:0|0:0,0:0:0:0:
37,183,72823,1,0,0:0:0:0:
88,96,73000,2,0,P|118:70|171:63,2,81.25,0|8|0,0:0|0:0|0:0,0:0:0:0:
162,157,73529,6,0,P|192:226|268:275,1,162.5,0|8,0:0|0:0,0:0:0:0:
346,325,74059,1,0,0:0:0:0:
442,338,74235,2,0,L|476:253,1,81.25
379,233,74588,2,0,L|344:158,1,81.25,8|0,0:0|0:0,0:0:0:0:
388,71,74941,6,0,P|346:60|288:75,1,81.25
245,140,75294,2,0,P|203:151|145:135,1,81.25,8|0,0:0|0:0,0:0:0:0:
68,144,75647,1,0,0:0:0:0:
16,226,75823,1,0,0:0:0:0:
63,311,76000,2,0,L|154:297,1,81.25,8|0,0:0|0:0,0:0:0:0:
224,336,76353,6,0,L|295:278,1,81.25
380,294,76706,2,0,L|413:208,1,81.25,8|0,0:0|0:0,0:0:0:0:
489,162,77059,2,0,P|432:123|339:147,1,162.5,0|8,0:0|0:0,0:0:0:0:
293,216,77588,1,0,0:0:0:0:
254,295,77765,2,0,P|177:315|110:274,1,162.5,0|8,0:0|0:0,0:0:0:0:
191,220,78294,1,0,0:0:0:0:
112,164,78470,2,8,P|75:150|43:118,2,81.25
125,69,79000,1,0,0:0:0:0:
216,45,79176,6,0,B|298:50|298:50|358:110,1,162.5,4|8,0:0|0:0,0:0:0:0:
393,197,79706,1,0,0:0:0:0:
471,255,79882,2,0,L|457:341,1,81.25
372,289,80235,2,0,L|358:375,1,81.25,8|0,0:0|0:0,0:0:0:0:
262,356,80588,6,0,P|218:347|188:325,2,81.25,0|0|8,0:0|0:0|0:0,0:0:0:0:
258,258,81117,1,0,0:0:0:0:
163,234,81294,2,0,L|176:151,1,81.25
79,168,81647,2,0,L|65:85,1,81.25,8|0,0:0|0:0,0:0:0:0:
157,52,82000,6,0,L|321:60,1,162.5,0|8,0:0|0:0,0:0:0:0:
415,43,82529,1,0,0:0:0:0:
473,121,82706,2,0,L|464:285,1,162.5,0|8,0:0|0:0,0:0:0:0:
371,312,83235,1,0,0:0:0:0:
278,340,83412,6,0,P|238:344|195:331,2,81.25,0|0|8,0:0|0:0|0:0,0:0:0:0:
246,247,83941,1,0,0:0:0:0:
149,254,84117,2,0,P|117:289|105:327,1,81.25
42,246,84470,2,0,P|10:211|-1:172,1,81.25,8|0,0:0|0:0,0:0:0:0:
19,83,84823,6,0,L|110:96,1,81.25,8|0,0:0|0:0,0:0:0:0:
187,51,85176,2,0,L|258:108,1,81.25,8|0,0:0|0:0,0:0:0:0:
348,97,85529,2,0,L|381:182,1,81.25,8|0,0:0|0:0,0:0:0:0:
465,214,85882,2,0,L|450:304,1,81.25,8|0,0:0|0:0,0:0:0:0:
361,331,86235,5,0,0:0:0:0:
263,340,86412,2,8,L|180:326,2,81.25,8|8|0,0:0|0:0|0:0,0:0:0:0:
241,244,86941,1,8,0:0:0:0:
143,244,87117,2,8,L|60:230,2,81.25,0|8|8,0:0|0:0|0:0,0:0:0:0:
192,159,87647,6,8,L|212:76,1,81.25,8|0,0:0|0:0,0:0:0:0:
308,68,88000,2,8,L|287:150,1,81.25,8|0,0:0|0:0,0:0:0:0:
385,140,88353,2,8,L|405:57,1,81.25,8|0,0:0|0:0,0:0:0:0:
502,51,88706,2,8,L|481:133,1,81.25
441,218,89059,6,8,P|400:235|349:228,1,81.25,0|8,0:0|0:0,0:0:0:0:
266,223,89412,1,8,0:0:0:0:
194,288,89588,1,8,0:0:0:0:
112,236,89765,2,8,P|71:219|20:226,1,81.25,8|0,0:0|0:0,0:0:0:0:
56,315,90117,2,0,L|49:361,2,40.625,8|0|0,0:0|0:0|0:0,0:0:0:0:
146,351,90470,5,0,0:0:0:0:
243,352,90647,1,8,0:0:0:0:
329,308,90823,1,12,0:0:0:0:
256,192,91000,12,0,94706,0:0:0:0:
Net0
[Easy]
  1. I believe that your rhythm here 00:00:118 (1,2,3,4,1,2,3,4,1,2,3,4) - is really hard for an easy diff. Let me explain;
    The structure of this intro is mapping 3 combos for 3 repeated musical parts. The rhythm starts with 2/1 gap 00:00:118 (1,2,3) – and suddently it goes for 1/1 00:01:529 (3,4,1) – and 2/1 and 1/1, etc. This constant change is correctly mapped, but as I’ve mentioned this rhythm choice is doesn’t really seems to fit here.
    Your patterning here is assuming that in each of this gaps 00:00:118 - ~00:02:588 -/00:02:941 -~00:05:412 -/00:05:765 -~00:08:235 – the song is repeating itself while it’s noticiable at least imo that the repetition actually starts again only here 00:05:765 – not here 00:02:941 - . Applying this logic into your map will require heavy re-work but I’ll mention it anyway.
    Now to the suggestion that wouldn’t change your rhythm. I’d delete this objects here: 00:02:588 (4,4,4) – and keep the intro full 2/1. Now to my reasons
    1)This objects are mapped in such manner that it seems that they’re mapped to this sound here: https://puu.sh/s3oB5.wav . While it does have a beat the instrumental there is even more noticiable and all 4 objects are snapped to that. The problem is that the same sound repeat several times 00:00:470 - /00:01:176 -/00:03:294 -/00:04:000 -/00:06:117 -/00:06:823 – and it’s not mapped.
    2)A 2/1 rhythm in the beggining for new players is a good way to give more emphasis to when the song really starts to get dense here 00:08:588 (1) -
  2. Change this slider middle point 00:11:412 (1) – to x:456 y:290
  3. Consider re-work this slider here 00:24:117 (3) - . If you look closelly it seems like a slider that could be symmetric but it isn’t. http://puu.sh/s3pa9.jpg
  4. Small suggestion for this 00:39:647 (1,2) - http://puu.sh/s4lZM.jpg
  5. This pattern lacks structure imo 00:56:588 (1,2,3,4,1,2,3,4) - . Seems like randomly positioned as a whole. I can see the two squares 00:56:588 (1,2,3,4) -/00:59:412 (1,2,3,4) – however they should somehow have a connection since they’re mapping the same thing. http://puu.sh/s4pKI.jpg
  6. Blanket suggestion to improve aesthetics; 01:19:882 (2,3) -
[Normal]
  1. This is really different from the other patterns you have used in this diff in this first part before the break 00:34:706 (2,3,4,5) - .
  2. Flow here got really sharpened 00:42:470 (1,2,3,4,5,6,7,1) – as well. Maybe you intentionally did this? If so tell me your reasons, because it really is noticiable as an emphatic mapping choice.
  3. The lack of hitsound here 01:29:059 (1) – is somewhat strange imo, this entire part is probably the strongest in the music 01:27:647 (1,2,3,4,5,1,2,3,4,5) – and not having hitsounds on that spot is really curious.
[Paydayz's Hard]
  1. Is this inherented point here 00:21:294 – really needed? I don’t see how this one is any different from this 00:11:412 –
[Special]
  1. The only advice I have for you regarding the hardest difficulites is something (that might already have been said) it’s about the drain of special. Currently as it is, it’s not an easy to clear map comparing current maps. My advice is; you can always keep a higher drain, but have in mind that most people will play your map usually starting on the final diff, and having them failing in the first try can lead some to simply ignore your map. You can either give priority for a more popular appeal by lowering the HP or giving a somewhat challenging experience to some players who like this sorts of challanges.
I honestly think this mapset already receive plenty of regular modding. You asked about aesthetics in other diffs; honestly speaking I believe your mapping is not about aesthetic but rather an easy to understand design in the flow/sliders used etc. Like in insane diff; http://puu.sh/s4qKr.jpg at least imo.
It’s all up to your decision, are you trying to make this good looking as well or mainly focusing on a functional mapping? Your call.

Sorry for small mod. I’m having a hard timing doing mods latelly due to hand injure. Best of luck o/
Topic Starter
Nowaie

Net0 wrote:

[Easy]
  1. I believe that your rhythm here 00:00:118 (1,2,3,4,1,2,3,4,1,2,3,4) - is really hard for an easy diff. Let me explain;
    The structure of this intro is mapping 3 combos for 3 repeated musical parts. The rhythm starts with 2/1 gap 00:00:118 (1,2,3) – and suddently it goes for 1/1 00:01:529 (3,4,1) – and 2/1 and 1/1, etc. This constant change is correctly mapped, but as I’ve mentioned this rhythm choice is doesn’t really seems to fit here.
    Your patterning here is assuming that in each of this gaps 00:00:118 - ~00:02:588 -/00:02:941 -~00:05:412 -/00:05:765 -~00:08:235 – the song is repeating itself while it’s noticiable at least imo that the repetition actually starts again only here 00:05:765 – not here 00:02:941 - . Applying this logic into your map will require heavy re-work but I’ll mention it anyway.
    Now to the suggestion that wouldn’t change your rhythm. I’d delete this objects here: 00:02:588 (4,4,4) – and keep the intro full 2/1. Now to my reasons
    1)This objects are mapped in such manner that it seems that they’re mapped to this sound here: https://puu.sh/s3oB5.wav . While it does have a beat the instrumental there is even more noticiable and all 4 objects are snapped to that. The problem is that the same sound repeat several times 00:00:470 - /00:01:176 -/00:03:294 -/00:04:000 -/00:06:117 -/00:06:823 – and it’s not mapped.
    2)A 2/1 rhythm in the beggining for new players is a good way to give more emphasis to when the song really starts to get dense here 00:08:588 (1) -

    I understand the idea behind this and where it should be used. Just understand that some of the patterns you may think need this kind of patterning don't actually need it. 00:14:235 (1,2,3,4) - Let's take a look at this for example. With the logic you have presented the pattern should be 4 1/1 sliders right? But as we inspect closer what the slidertail of 3 is mapped on it becomes little bit more complicated. When compared to the pattern i consider to need that kind of a change you can hear the synthesizer change by a bit every 1/1 and by bit more every 2/1 which is logical and most likely the reason why you made this suggestion (the synthesizer can be divided to two 1/1 segments 00:12:823 - 00:13:176 - and 00:13:529 - 00:13:882 - ) but when closely inspecting the 00:15:647 (3) - you technically can map it either way because the synthesizer is pretty much on the same level for 2/1 which makes the suggestion not viable for some of the patterns. I have to appearently remap this anyway so i'll just leave the other suggestions to be (But i will take them into the count when remaking the diff) , new easy after the next mod!

    [notice][Normal]
    1. This is really different from the other patterns you have used in this diff in this first part before the break 00:34:706 (2,3,4,5) - . Change is good. Though i could change the 4 and 5 into a 1/2 slider so i think that will make it less different than the other patterns
    2. Flow here got really sharpened 00:42:470 (1,2,3,4,5,6,7,1) – as well. Maybe you intentionally did this? If so tell me your reasons, because it really is noticiable as an emphatic mapping choice. Alright i'll explain it. The near straight flow is not necessary (it works tho) but the sharp turns are. This is because of the notable changes in the synthesizer 00:42:470 - first here to more intense overall, 00:43:882 - second here because of the "stream" start, and finally 00:44:941 - to emphasize the three final sounds of the whole section. Is it enough of an explonation or did you mean something else? ^_^
    3. The lack of hitsound here 01:29:059 (1) – is somewhat strange imo, this entire part is probably the strongest in the music 01:27:647 (1,2,3,4,5,1,2,3,4,5) – and not having hitsounds on that spot is really curious. Added few claps around there
[Special]
  1. The only advice I have for you regarding the hardest difficulites is something (that might already have been said) it’s about the drain of special. Currently as it is, it’s not an easy to clear map comparing current maps. My advice is; you can always keep a higher drain, but have in mind that most people will play your map usually starting on the final diff, and having them failing in the first try can lead some to simply ignore your map. You can either give priority for a more popular appeal by lowering the HP or giving a somewhat challenging experience to some players who like this sorts of challanges.

    I mean like, why can't people just git gud? >.> HP 7.5 aint that hard anyway so could someone open it to me why it's so bad to go over 7 with HP? Some of my all time favourite maps such as Happy30 World's End (Extra stage), Galvenize Nightmare maxin remix (Another) and Frostmourne FELT Flower flag (Lunatic) have HP 8 and i haven't really ever noticed the difference to 7. The only reason to change would be that the map is so technical so lower HP drain would ease the pressure by a bit

    But could someone explain the thing that people can't take HP 7 + nowdays?

I honestly think this mapset already receive plenty of regular modding. You asked about aesthetics in other diffs; honestly speaking I believe your mapping is not about aesthetic but rather an easy to understand design in the flow/sliders used etc. Like in insane diff; http://puu.sh/s4qKr.jpg at least imo.
It’s all up to your decision, are you trying to make this good looking as well or mainly focusing on a functional mapping? Your call.

As the asthetic thingy was notified by a BN i wanted to get opinions on this, thanks for the input

Sorry for small mod. I’m having a hard timing doing mods latelly due to hand injure. Best of luck o/
Sorry to hear 'bout the hand injure, get well soon! Thanks for modding
Net0

DTM9 Nowa wrote:

I mean like, why can't people just git gud? >.> HP 7.5 aint that hard anyway so could someone open it to me why it's so bad to go over 7 with HP? Some of my all time favourite maps such as Happy30 World's End (Extra stage), Galvenize Nightmare maxin remix (Another) and Frostmourne FELT Flower flag (Lunatic) have HP 8 and i haven't really ever noticed the difference to 7. The only reason to change would be that the map is so technical so lower HP drain would ease the pressure by a bit

But could someone explain the thing that people can't take HP 7 + nowdays?
[/list][/list][/notice]
As I've mentioned in the mod it's you choice here. There are maps that even now get ranked with a higher drain https://osu.ppy.sh/s/417610
For the question why people can't take HP7 nowadays? Well that's because all extras now get ranked with low hp for the sake of new players being able to pass the map without much effort. The entire idea of "clearing" a map lost its meaning in recent 2015/2016 maps. There's no challange anymore unless really specific cases like the map I've linked. I mentioned because you might not know about/no one metioned it. I'm not in favor or against it. It's you call here :)
Topic Starter
Nowaie

Net0 wrote:

As I've mentioned in the mod it's you choice here. There are maps that even now get ranked with a higher drain https://osu.ppy.sh/s/417610
For the question why people can't take HP7 nowadays? Well that's because all extras now get ranked with low hp for the sake of new players being able to pass the map without much effort. The entire idea of "clearing" a map lost its meaning in recent 2015/2016 maps. There's no challange anymore unless really specific cases like the map I've linked. I mentioned because you might not know about/no one metioned it. I'm not in favor or against it. It's you call here :)
No matter the HP drain there will be someone (~75k) who just FCd Yuima-ru*World, presses F2, gets this map. He of course thinks that "i just passed haitai which 0.05 stars less than this special, i can't fail on this hurrdurr" and then fails miserably after 5 seconds. Then start the basic "shit mapper" "too hard maps" "wtf osugame y u are supporting this shit mapper" baby level anger issues. I can already imagine this happening. The map is hard because of the constant slider jumping and streams, not because of the HP drain
Xinnoh
ctb queue "farm"
I don't think that loud snare really fits the beatmap at all. There are probably better options to choose from that feel more electronic
Default Normal Finishes are quiet compared to other hitsounds, would suggest you add some timing points to increase their volume.

Easy
  1. 00:13:529 (5) - and 00:19:176 (4) - Both of these sliders serve the same purpose of avoiding the corner and moving left -> right, but are angled different. Consider changing so they are the same.
  2. 00:29:765 (3,1) - This blanket is closer compared to the other ones.
  3. 01:01:530 (4,1) - The previous set (00:58:706 (4,1) - ) was angled to be 15 degrees different, but no change on this one?
  4. 01:12:470 (3,4,1) - Spacing is a tiny bit further away on this one, hardly noticeable but might as well mention.
  5. 01:30:823 (2) - imo I'd put this either 30 or 60 degrees left, closer to spinner + matches the flow of the rest of the combo, since you haven't done any straight line flow.
Normal
  1. 00:17:765 (2,3,4) - ctrl-j this one since 00:13:529 (6,7,1) - has slider flow, and circles after follow direction. Makes a better pattern for triangle 00:18:470 (4,5,6) -
  2. 00:26:941 (3) - Right side is closer
  3. 00:29:765 (3) - I'm not sure what this is meant to be, there's no symmetry and the right side is smalller angled. Fix this in general
  4. 00:35:059 (3) - Might be too close to (4), but not too important to fix.
  5. 00:43:176 (2,3,4) - You could make this triangle and 00:43:882 (4,5,6) - the same, but rotated 30 degrees to look better, because equilateral triangle stuff
  6. 00:56:588 (1,2) - Blanket distance is smaller than the other two sets of sliders
  7. 01:02:235 (1,2,1,2) - Uses way smaller blankets compared to the last part.
  8. 01:05:059 (1) - Seems like the storyboard light falls a little behind the slider ball at the turn
  9. 01:23:235 (4) - There are normally curves on three note patterns like this, doesn't seem to have one here
  10. 01:24:647 (7) - ^
  11. 01:27:823 (2) - Make straight or more bent
  12. 01:30:647 (4,5) - ^
Hard
  1. 00:03:294 (2,3) - Bad flow, the only natural next step for the cursor is on the slider end. Solution that probably wouldn't work would be to blanket (3) around (4)
  2. 00:05:765 (1,2) - Why aren't these parallel?
  3. 00:09:294 (3) - Weird flow again,
  4. 00:19:529 (5,1,2) - Slider end (4), Slider head (5) and (1) aren't a straight line, fix if you want.
    00:19:529 (5,1,2) - Could be an equal triangle, kind of follows last point if done
  5. 00:22:706 (1) - This could probably have a better curve with two slider points
    00:37:176 (2) - ^
  6. 00:24:117 (1,2,3) - Inconsistent blanket distance
  7. 00:25:176 (4,5) - These need to be the same angle as the last sliders or anyone will miss.
  8. 00:28:706 (2) - This is too close to 00:28:176 (5) -
  9. 00:40:000 (2) - Fix blanket, both for 4 and distance spacing to 5 and the distance between slider head/tail of 4/5
  10. 01:16:000 (5,1,2) - Petty thing, but these sliders don't point to the next slider end. Could be fine
    01:24:823 (1) - ^
  11. 01:23:235 (4) - Move lower
It's not that there's fewer problems on the kiai, it's just really different so it's hard to judge.

Insane
  1. 00:40:353 (3,4) - That just looks weird
pretty good tbh, i'm totally not tired and just want to go to bed

Special
  1. omg ur a shit mapper i can fc Yuima-ru*World but this map is totally bullshit even though its the same star diff i cant pass five seconds theres too many slider jumping and streams which r stupid dont support this shit mapper osu
gl with the set, pretty good overall
Topic Starter
Nowaie

Sinnoh wrote:

ctb queue "farm"
I don't think that loud snare really fits the beatmap at all. There are probably better options to choose from that feel more electronic
Default Normal Finishes are quiet compared to other hitsounds, would suggest you add some timing points to increase their volume.

Easy
  1. 00:13:529 (5) - and 00:19:176 (4) - Both of these sliders serve the same purpose of avoiding the corner and moving left -> right, but are angled different. Consider changing so they are the same. Done, though the 4 does not need specific angle because the next slider is below the
  2. 00:29:765 (3,1) - This blanket is closer compared to the other ones. It's not a blanket (just a parallel slider) but it's close though. Moved it as much as i could (which is not much)
  3. 01:01:530 (4,1) - The previous set (00:58:706 (4,1) - ) was angled to be 15 degrees different, but no change on this one? Technically they are not in the same pattern which is the reason i did not rotate them at all. It shouldn't matter that much because i do not see them as to be in the same pattern (patterns divided by the random wubwub part)
  4. 01:12:470 (3,4,1) - Spacing is a tiny bit further away on this one, hardly noticeable but might as well mention. The slider was like 1 pixel off the thing lol
  5. 01:30:823 (2) - imo I'd put this either 30 or 60 degrees left, closer to spinner + matches the flow of the rest of the combo, since you haven't done any straight line flow. Done
Normal
  1. 00:17:765 (2,3,4) - ctrl-j this one since 00:13:529 (6,7,1) - has slider flow, and circles after follow direction. Makes a better pattern for triangle 00:18:470 (4,5,6) - Done
  2. 00:26:941 (3) - Right side is closer Tweaked by a little bit
  3. 00:29:765 (3) - I'm not sure what this is meant to be, there's no symmetry and the right side is smalller angled. Fix this in general Overhauled this and few other patterns
  4. 00:35:059 (3) - Might be too close to (4), but not too important to fix. Pattern overhauled
  5. 00:43:176 (2,3,4) - You could make this triangle and 00:43:882 (4,5,6) - the same, but rotated 30 degrees to look better, because equilateral triangle stuff They are triangles already .-. I explained a while ago the reasoning for the straight movement and i'm too lazy to find it
  6. 00:56:588 (1,2) - Blanket distance is smaller than the other two sets of sliders Not a blanket but fixed
  7. 01:02:235 (1,2,1,2) - Uses way smaller blankets compared to the last part. Fully intentional. What is lost in visual spacing is gained in vertical distance (atleast in this case)
  8. 01:05:059 (1) - Seems like the storyboard light falls a little behind the slider ball at the turn Technically it's supposed to be a highlight (they appear little bit after the sliderball) as it's like the "after effect" of hitting something. Though i may have missed a point (unlikely but possible) if someone finds anything direct i'll most likely fix
  9. 01:23:235 (4) - There are normally curves on three note patterns like this, doesn't seem to have one here Yeah because it's a different kind of a pattern. It follows the circular flow of the slider
  10. 01:24:647 (7) - ^ ^
  11. 01:27:823 (2) - Make straight or more bent Made it straight
  12. 01:30:647 (4,5) - ^ Tweaked by a bit, made it straight tho
Insane
  1. 00:40:353 (3,4) - That just looks weird Fuck i'm so bad at making good looking patterns lol, fixed
pretty good tbh, i'm totally not tired and just want to go to bed

Special
  1. omg ur a shit mapper i can fc Yuima-ru*World but this map is totally bullshit even though its the same star diff i cant pass five seconds theres too many slider jumping and streams which r stupid dont support this shit mapper osu My name is 100k and what is this
gl with the set, pretty good overall
Thanks a shit ton for modding! Though the exact definition for a blanket is "Pattern comprised of a slider or a beat acting as a base, with a slider(s) that surround the base object. The beats/sliders don't touch." People should know what you mean anyway but if you want to be 100% clear use the term blanket only for those patterns
Xinnoh
yeah i did of a brain flop and confused my parallels with blankets, but it gets the same point across.
Did you respond to the general part?
Topic Starter
Nowaie

Sinnoh wrote:

yeah i did of a brain flop and confused my parallels with blankets, but it gets the same point across.
Did you respond to the general part?
Lost that response when i closed the computer without saving the responses. It was something like "I don't know how to hitsound or where to find better hitsounds but i will try to do something. Imo the hitsounds fit the song but they are really simple overall. But they are there to follow the general beat so i can focus on the synthesizer/other stuff. Though many people seem to disagree with this and just over and over keep telling me to get better hitsounds

For the normal hitfinish ; i'll bump it's levels when i have time to do so but adding timing points specifically for them is not the right choice imo"
paydayzcool

Sinnoh wrote:

ctb queue "farm"
I don't think that loud snare really fits the beatmap at all. There are probably better options to choose from that feel more electronic
Default Normal Finishes are quiet compared to other hitsounds, would suggest you add some timing points to increase their volume.

Hard
  1. 00:03:294 (2,3) - Bad flow, the only natural next step for the cursor is on the slider end. Solution that probably wouldn't work would be to blanket (3) around (4) Found a different solution. Probably works better.
  2. 00:05:765 (1,2) - Why aren't these parallel? WTF? These sliders practically have a 0.01 degree difference, but I'll change it.
  3. 00:09:294 (3) - Weird flow again, This looks fine to me...
  4. 00:19:529 (5,1,2) - Slider end (4), Slider head (5) and (1) aren't a straight line, fix if you want. Huh? What do you mean they aren't a straight line?
    00:19:529 (5,1,2) - Could be an equal triangle, kind of follows last point if done Did that
  5. 00:22:706 (1) - This could probably have a better curve with two slider points Changed.
    00:37:176 (2) - ^ ^
  6. 00:24:117 (1,2,3) - Inconsistent blanket distance Ok I think I fixed that.
  7. 00:25:176 (4,5) - These need to be the same angle as the last sliders or anyone will miss. Changed.
  8. 00:28:706 (2) - This is too close to 00:28:176 (5) - ^
  9. 00:40:000 (2) - Fix blanket, both for 4 and distance spacing to 5 and the distance between slider head/tail of 4/5 ^
  10. 01:16:000 (5,1,2) - Petty thing, but these sliders don't point to the next slider end. Could be fine It's a form of pattern. So it is ok here.
    01:24:823 (1) - ^ ^
  11. 01:23:235 (4) - Move lower ^
It's not that there's fewer problems on the kiai, it's just really different so it's hard to judge. There is a change in tune and it is easy to tell that this is the peak of the song. So my mapping style needs to change at the same time and speed the sliders up. This is why I wanted to map this song. :)

gl with the set, pretty good overall
UPDATE!
WARNING - Extremely long text wall. 11KB long
osu file format v14

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AudioLeadIn: 0
PreviewTime: 67529
Countdown: 0
SampleSet: Soft
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EpilepsyWarning: 1
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Title:Warp Drive
TitleUnicode:Warp Drive
Artist:Titancube
ArtistUnicode:Titancube
Creator:DTM9 Nowa
Version:Paydayz's Hard
Source:VOEZ
Tags:paydayzcool electro electronic techno
BeatmapID:1025111
BeatmapSetID:472890

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154,319,72470,2,0,L|101:249,1,81.25,8|0,0:0|0:0,0:0:0:0:
37,183,72823,1,0,0:0:0:0:
88,96,73000,2,0,P|118:70|171:63,2,81.25,0|8|0,0:0|0:0|0:0,0:0:0:0:
162,157,73529,6,0,P|192:226|268:275,1,162.5,0|8,0:0|0:0,0:0:0:0:
346,325,74059,1,0,0:0:0:0:
442,338,74235,2,0,L|476:253,1,81.25
379,233,74588,2,0,L|344:158,1,81.25,8|0,0:0|0:0,0:0:0:0:
388,71,74941,6,0,P|346:60|288:75,1,81.25
245,140,75294,2,0,P|203:151|145:135,1,81.25,8|0,0:0|0:0,0:0:0:0:
68,144,75647,1,0,0:0:0:0:
16,226,75823,1,0,0:0:0:0:
63,311,76000,2,0,L|154:297,1,81.25,8|0,0:0|0:0,0:0:0:0:
224,336,76353,6,0,L|295:278,1,81.25
380,294,76706,2,0,L|413:208,1,81.25,8|0,0:0|0:0,0:0:0:0:
489,162,77059,2,0,P|432:123|339:147,1,162.5,0|8,0:0|0:0,0:0:0:0:
293,216,77588,1,0,0:0:0:0:
254,295,77765,2,0,P|177:315|110:274,1,162.5,0|8,0:0|0:0,0:0:0:0:
191,220,78294,1,0,0:0:0:0:
112,164,78470,2,8,P|75:150|43:118,2,81.25
125,69,79000,1,0,0:0:0:0:
216,45,79176,6,0,B|298:50|298:50|358:110,1,162.5,4|8,0:0|0:0,0:0:0:0:
393,197,79706,1,0,0:0:0:0:
471,255,79882,2,0,L|457:341,1,81.25
372,289,80235,2,0,L|358:375,1,81.25,8|0,0:0|0:0,0:0:0:0:
262,356,80588,6,0,P|218:347|188:325,2,81.25,0|0|8,0:0|0:0|0:0,0:0:0:0:
258,258,81117,1,0,0:0:0:0:
163,234,81294,2,0,L|176:151,1,81.25
79,168,81647,2,0,L|65:85,1,81.25,8|0,0:0|0:0,0:0:0:0:
157,52,82000,6,0,L|321:60,1,162.5,0|8,0:0|0:0,0:0:0:0:
415,43,82529,1,0,0:0:0:0:
473,121,82706,2,0,L|464:285,1,162.5,0|8,0:0|0:0,0:0:0:0:
385,341,83235,1,0,0:0:0:0:
287,336,83412,6,0,P|247:340|204:327,2,81.25,0|0|8,0:0|0:0|0:0,0:0:0:0:
255,243,83941,1,0,0:0:0:0:
158,250,84117,2,0,P|126:285|114:323,1,81.25
51,242,84470,2,0,P|19:207|8:168,1,81.25,8|0,0:0|0:0,0:0:0:0:
28,79,84823,6,0,L|119:92,1,81.25,8|0,0:0|0:0,0:0:0:0:
196,47,85176,2,0,L|267:104,1,81.25,8|0,0:0|0:0,0:0:0:0:
357,93,85529,2,0,L|390:178,1,81.25,8|0,0:0|0:0,0:0:0:0:
474,210,85882,2,0,L|459:300,1,81.25,8|0,0:0|0:0,0:0:0:0:
370,327,86235,5,0,0:0:0:0:
272,336,86412,2,8,L|189:322,2,81.25,8|8|0,0:0|0:0|0:0,0:0:0:0:
250,240,86941,1,8,0:0:0:0:
152,240,87117,2,8,L|69:226,2,81.25,0|8|8,0:0|0:0|0:0,0:0:0:0:
201,155,87647,6,8,L|221:72,1,81.25,8|0,0:0|0:0,0:0:0:0:
317,64,88000,2,8,L|296:146,1,81.25,8|0,0:0|0:0,0:0:0:0:
394,136,88353,2,8,L|414:53,1,81.25,8|0,0:0|0:0,0:0:0:0:
511,47,88706,2,8,L|490:129,1,81.25
450,214,89059,6,8,P|409:231|358:224,1,81.25,0|8,0:0|0:0,0:0:0:0:
275,219,89412,1,8,0:0:0:0:
203,284,89588,1,8,0:0:0:0:
121,232,89765,2,8,P|80:215|29:222,1,81.25,8|0,0:0|0:0,0:0:0:0:
65,311,90117,2,0,L|58:357,2,40.625,8|0|0,0:0|0:0|0:0,0:0:0:0:
155,347,90470,5,0,0:0:0:0:
252,348,90647,1,8,0:0:0:0:
338,304,90823,1,12,0:0:0:0:
256,192,91000,12,0,94706,0:0:0:0:
Xinnoh

paydayzcool wrote:

Sinnoh wrote:

  1. 00:05:765 (1,2) - Why aren't these parallel? WTF? These sliders practically have a 0.01 degree difference, but I'll change it. I accidentally sounded way too cynical back there lol
  2. 00:19:529 (5,1,2) - Slider end (4), Slider head (5) and (1) aren't a straight line, fix if you want. Huh? What do you mean they aren't a straight line? If it's not something that can be seen easily then no need to fix, this was one of the more optional points that didn't need fixing 100%.
Yoshimaro
hi im modder c:

00:53:059 - "there isn't any real, reason to change things just for the sake of a changing"

i dont expect you to take anything in the following mod since gyat damN thIS SHIT FRESH, ill try my best tho (and by that i mean ill be as anally retentive as humanly possible for the sake of "higher quality" C:)

[Easy]
00:08:588 (1,3) - see how the mid section of the sliders is closer to the other object than its starting and finishing ends? clean up for some visual boost? (for extra clarification, the approach circle in the middle is not colliding with the other object at the same distance, an indicator that the ends are no parallel)

00:22:000 (4,1) - if the blanket isn't intentional then nvm

00:38:235 (3) - im sure you justified this somewhere in another mod but just be careful of misreads for beginners, since the bump is between 2 slider points, it's probably easier for beginners to break here

[Normal]
00:04:000 (3,4) - maybe there should be a directional change between these 2 instead of linear from 00:02:941 (1,2,3,4) - ? i feel the raise in melodic pitch could justify it, otherwise its fine

ctrl A omg feels good man

[Paydayz's Hard]
00:05:765 (1,1,2) - be consistent in your NC with 00:00:118 (1,2,3) -

01:30:647 (2,3) - maybe since these 2 receive heavier hitsounding and musical emphasis, give them some directional change to distinguish them a little bit more flow wise from 01:30:117 (5,1) - ?

[Insane]
01:30:823 (2) - make triangle? 01:29:765 (1,2) - ? just a really minor buff and meta looking adjustment, doesn't really change much tbh

omit another

[Special]
00:44:147 (4,5,6,7,2) - there is a tiny bit of clipping going on here during play time, only about 50-75ms or so but if you wanted you could justify some spacing from 00:44:588 (1,2) -

01:07:529 (1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,1,2,3) - there is a lot of clockwise rotational flow going on here, i think some flow breaks are warranted in spots like 01:10:529 (6,1) - 01:13:529 (1) - , between 01:16:353 (1,2) -

01:30:823 (2) - space evenly from 01:30:382 (5,6) - ? doesn't have to be a triangle, you can use the approach circle if you wanted, aesthetic thing, i can probably fuck off lol

where are the BNs lol wtf
jukkaduei
Hello. From my M4M request.

I'll mod by using picture.

Another
This diff is already good
Special
This diff is already good too

Good luck :D
Topic Starter
Nowaie

- Yoshimaro - wrote:

hi im modder c:

00:53:059 - "there isn't any real, reason to change things just for the sake of a changing"

i dont expect you to take anything in the following mod since gyat damN thIS SHIT FRESH, ill try my best tho (and by that i mean ill be as anally retentive as humanly possible for the sake of "higher quality" C:)

[Easy]
00:08:588 (1,3) - see how the mid section of the sliders is closer to the other object than its starting and finishing ends? clean up for some visual boost? (for extra clarification, the approach circle in the middle is not colliding with the other object at the same distance, an indicator that the ends are no parallel) Did some shuffeling and it should look better

00:22:000 (4,1) - if the blanket isn't intentional then nvm That wasn't supposed to be blanketed lol

00:38:235 (3) - im sure you justified this somewhere in another mod but just be careful of misreads for beginners, since the bump is between 2 slider points, it's probably easier for beginners to break here This is actually from recent remappiong and no one has brought it up yet. But the slider is relatively slow and the bump is not that big. I can move it little bit so it's easier for everyone but it would've surely been just fine like that

[Normal]
00:04:000 (3,4) - maybe there should be a directional change between these 2 instead of linear from 00:02:941 (1,2,3,4) - ? i feel the raise in melodic pitch could justify it, otherwise its fine Not bad idea at all. Though i can't really see how would i do that without ruining the placement overall. If this pops up later on i'll overhaul

ctrl A omg feels good man

[Insane]
01:30:823 (2) - make triangle? 01:29:765 (1,2) - ? just a really minor buff and meta looking adjustment, doesn't really change much tbh It was the original idea but i want more emphasis for the clap-cymbal note. Also the current shape 01:30:470 (6,1,2) - does already represent a triangle but it just comes down to the fact that the 2 should have and currently has more emphasis than the 1

omit another

[Special]
00:44:147 (4,5,6,7,2) - there is a tiny bit of clipping going on here during play time, only about 50-75ms or so but if you wanted you could justify some spacing from 00:44:588 (1,2) - The overlap is barely noticeable but i can get rid of that

01:07:529 (1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,1,2,3) - there is a lot of clockwise rotational flow going on here, i think some flow breaks are warranted in spots like 01:10:529 (6,1) - 01:13:529 (1) - , between 01:16:353 (1,2) - I'll just ctrl H the whole part between these 01:10:529 (6,1) - 01:13:529 (1) - (My way to deal with things xd)

01:30:823 (2) - space evenly from 01:30:382 (5,6) - ? doesn't have to be a triangle, you can use the approach circle if you wanted, aesthetic thing, i can probably fuck off lol I'll just move it further away so i don't have to deal with this later on lol

where are the BNs lol wtf soon™

jukkaduei wrote:

Hello. From my M4M request. ?_? I don't even know who you are

I'll mod by using picture.

Easy
00:08:588 (1,3) - http://imgur.com/a/Jveuz Dealt with this issue already (Yoshimaro's mod)
00:22:000 (4) - http://imgur.com/a/Ao7Cp Pattern got changed
Normal
00:37:529 (2) - http://imgur.com/a/VERQo This would pretty much ruin the flow i currently want from that pattern
Insane
01:09:647 (2) - http://imgur.com/a/7AuaD I want to keep the current spacing but i do agree that it could aestethically look bit better so i'll tweak it a bit

Good luck :D
Thanks for the mods~
Izzz
Getting back into modding, lets go.
Easy
00:19:176 (4) - This overlaps pretty intensely with the default skin's lifebar. Rotating 30 degrees counter clockwise fixes this and looks fairly decent, or you could rotate it about 71 degrees clockwise for a blanket (although imo it doesn't look very nice)

Normal
00:37:353 (2) - This isn't supposed to be here right?

00:53:765 - The break is ending here on the other diffs, on this one its a bit off.

01:18:470 (5,6) - imo these might work better as straight sliders w/ slight rotation (about 5 counterclockwise on first, 5 clockwise on second)

Hard
00:13:882 (4,5,6) - This is only only 1/4 triple in the entire diff, and one of only two times you use the blue ticks at all. You should probably add a couple more triples (for example maybe at 01:30:117 (5) - or anywhere else with that sound) or remove the triple and opt for a kick slider.

00:42:470 (1,2) - Idk but I feel like as a hard at least 1/2 slider spam here is warranted. It's definitely difficulty appropriate at least.

01:01:529 (4) - Not a big fan of mapping this since it is a pause in the bass.

01:02:941 (2,3,4) - This angle is kind of wide. I don't really think its too much of an issue, but it does play a bit weird.

Insane
01:30:118 (2,3,4,5,6) - Maybe rotate 10 degrees counter clockwise around playfield? Looks cleaner, plus it gets some nice symmetry going on.

Another
I love a good stream/burst focused difficulty! Nothing bad for me to point out.

Special
00:32:588 (1,2,3,4,5,6,7,8) - Maybe have a little more curve going into the slider?

00:33:559 (2,3,4,5) - This and 00:33:294 (1) - being barely not parallel was purposeful right? I think it'd be better if it was completely parallel(5 degree rotation counter clockwise)
Topic Starter
Nowaie

Joezapy wrote:

Getting back into modding, lets go.
Easy
00:19:176 (4) - This overlaps pretty intensely with the default skin's lifebar. Rotating 30 degrees counter clockwise fixes this and looks fairly decent, or you could rotate it about 71 degrees clockwise for a blanket (although imo it doesn't look very nice) I like the current way the slider is so i'll just move these 00:18:117 (2,3,4) - all bit downwards. The slider would've been in the play area anyway so the minor overlap would've not really mattered anyway

Normal
00:37:353 (2) - This isn't supposed to be here right? Maybe not xd

00:53:765 - The break is ending here on the other diffs, on this one its a bit off. Fixed

01:18:470 (5,6) - imo these might work better as straight sliders w/ slight rotation (about 5 counterclockwise on first, 5 clockwise on second) Maybe, though i personally like the look of the curved sliders :> so i will keep them for now

Insane
01:30:118 (2,3,4,5,6) - Maybe rotate 10 degrees counter clockwise around playfield? Looks cleaner, plus it gets some nice symmetry going on. The current way it's done can be justified but the symmetrical idea sounds pretty good. Though rotating 10 degrees CCW is not perfectly symmetrical but i will suit the idea to the next update

Special
00:32:588 (1,2,3,4,5,6,7,8) - Maybe have a little more curve going into the slider? http://puu.sh/swD7Z/8c9062b1c2.png Flow wise the current placement when compared to the notes before it works really well which is what i want from that pattern. The curve already is going into the slider's head plus the players will pretty much click the head and move on so i don't really want to modify that pattern :<

00:33:559 (2,3,4,5) - This and 00:33:294 (1) - being barely not parallel was purposeful right? I think it'd be better if it was completely parallel(5 degree rotation counter clockwise) It was not intentional xd, fixed
Thanks for modding~ :>
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