forum

Ym1024 - 7 colors* (feat. lamie*)

posted
Total Posts
108
show more
Topic Starter
wajinshu

sahuang wrote:

M4M

[General]
  1. Unused hitsound:
    soft-hitfinish78.wav

[Easy]
  1. 00:54:415 (3,1) - DS
  2. 01:16:589 (2,1) - stack I don't want here stack
  3. 01:21:154 - slider ends here seems much better. Also i think add spinner from 01:21:154 - to 01:22:458 - may be a better choice as well. 01:22:458 - There's nothing on the white tick, 01:21:154 - I don't want to emphasize the sound slider/circle, for me break here is better suited
    3/2 gaps at the end are cancer

[Normal]
  1. 00:41:698 (6,1) - don't stack these 1/1 circles k
  2. 01:04:687 (5,1) - probably avoid overlap?looks messy tbh for me it's normal
  3. 01:16:426 - add a circle why?

[Advanced]
  1. 00:15:121 (8,2) - avoid overlapk
  2. 00:39:089 - slider should end here Don't emphasize the sound on the white tick, 00:38:926 - the sound continues here 00:39:252 -
    Nice

[Hard]

  • Better to map your own diffs with same starting/ending point.
  1. 00:22:621 (2) - no need to use reverse slider here,it's totally useless. Vocal
  2. 01:30:284 (1,2) - uncomfortable flow,try this instead http://puu.sh/rFRaw/a75563c12e.jpg ok
  3. 01:30:774 (2,1) - messy overlap Ends sliders stacked no changes

[Insane]
  1. 02:00:774 - This part is 1/3? Expert is stacked to 1/3s..i think both diffs need consistency. you're right

[Expert]
  1. 00:09:252 (6,1,2) - the rhythm is not good here cuz 00:09:252 - 00:09:741 - should be emphasised. Strongly recommend you to use same rhythm as 00:07:948 (1,2) -
  2. 00:14:306 (5,1,2) - same as above. rhythm is ok lol... im following the main melody so no need to change it to the rhytm that was here 00:07:948 (1,2) -
  3. 00:22:295 (1,2) - same shape would simply look better cant agree with you..
  4. 00:40:475 - 00:40:964 - you should map these 1/4 blue tick beats why? these sounds are pretty weak, and since this is a calm part im mapping only strong 1/4 drum sounds like 00:41:698 (5,6) -
  5. 00:59:469 (2) - 1/4 reverse is enough imo actually not because if i do this there wont be enought emphasis for that 1/8 slider since its an extra diff :o
  6. 01:20:502 (6) - NC? no need because there are no changes in music/flow/my mom?
  7. 01:48:382 (1,3) - blanket off it wasnt supposed to be a blanket :x
  8. 01:50:393 (2,3,4,5) - stack? wut



Generally very well mapped!
It's bubbled but I have no interest in nominating this set, so good luck :)
Thanks!
In first kiai I remove hitsounds guitar xdd just C:1 now
Iceskulls
you should recheck hitsound carefully this time
idk why everytime there must be one hitsound unused and it's a different one everytime
Topic Starter
wajinshu
Ok I used all hitsounds now in map
So now what do we do?
Sonnyc
Collab Normal.
00:18:545 - Set volume to 65% as other diffs plz.

Advanced.
00:18:219 - There is a noticable sound here. Why did you tuned the volume down? It doesn't sound nice.
01:12:513 - Skipping this rhythm didn't seem to following the music properly.

Hard.
01:59:795 (3) - This can be a 1/4 reverse as 01:58:491 (3) since the rhythm is consistent in the song.
02:02:241 - Volume 50% felt too low.

Insane.
01:21:643 (5) - Consider NC since there is a finish here. The music feels a little distributed, and your pattern is also different.
01:42:920 - This rhythm was the only one you ignored for similar 1/4s.
02:02:241 - Volume 50% felt too low.

Expert.
00:40:719 (1) - I think you are mostly following the drums here. Ignoring the beat of 00:40:964 wasn't cool enough.
00:55:882 - 00:57:187 - ^
01:22:132 (1,2,3) - There is a noticable difference of rhythm of (1,2) and (2,3) while it is spaced similarly. Grouping them as a same combo didn't felt nice accordingly.
02:02:241 - Volume 50% felt too low.
Are you Crier?
Yohanes
Topic Starter
wajinshu

Sonnyc wrote:

Collab Normal.
00:18:545 - Set volume to 65% as other diffs plz.

Advanced.
00:18:219 - There is a noticable sound here. Why did you tuned the volume down? It doesn't sound nice.
01:12:513 - Skipping this rhythm didn't seem to following the music properly.

Hard.
01:59:795 (3) - This can be a 1/4 reverse as 01:58:491 (3) since the rhythm is consistent in the song.
02:02:241 - Volume 50% felt too low.

Insane.
01:21:643 (5) - Consider NC since there is a finish here. The music feels a little distributed, and your pattern is also different.
01:42:920 - This rhythm was the only one you ignored for similar 1/4s. this is the beginning of the part + i think its ok to diversify the rhytm at least here
02:02:241 - Volume 50% felt too low.

Expert.
00:40:719 (1) - I think you are mostly following the drums here. Ignoring the beat of 00:40:964 wasn't cool enough.
00:55:882 - 00:57:187 - ^ for the first one i think theyre not strong enough to be mapped, since im mapping only the strongest drum beats
for the second and third - well, im following the vocals so i think i shouldnt map these pretty weak drums

01:22:132 (1,2,3) - There is a noticable difference of rhythm of (1,2) and (2,3) while it is spaced similarly. Grouping them as a same combo didn't felt nice accordingly. idk its pretty readable, so imo there is not need in it
02:02:241 - Volume 50% felt too low.
Are you Crier? 아니요
no reply = fixed
Thanks!
Seijiro
m4m


Slayed's Expert


  • 00:15:448 - how come you ignored this beat while you didn't ignore 00:13:165 - 00:11:861 - 00:10:556 - 00:07:948 - ? Those are all beats falling on the high pitched synth sound in foreground so I was expecting to follow it all the way

    00:16:589 (1,2,3) - clearly overmapped triplet which doesn't have much to do with the song unless you hitsound it with stronger hitsounds (same could apply for 00:10:067 (3,4,5) - but this is a bit different so it's fine)

    00:23:355 (4) - I guess you really like overmapping stuff like this, huh =.=" It feels overmapped only because you ignore the sounds for 00:23:437 (5) - . If you were to use a 1/4 repeat slider things would feel totally different, but with the current pattern I'd rather keep following the drum as a player.

    00:52:784 (2) - just really personal, but I'd ctrl + g this for flow

    00:59:795 (1) - circles please, it just doesn't play right no matter how many times I try it. Even just a triangle is fine

    01:22:621 (3,1) - what do you think about swapping NCs here, since the spacing between 01:22:132 (1,2,3) - is a bit too misleading (the visual one)

    01:34:198 (1) - such a waste of vocal beats here :'(

    01:40:611 (4,1) - a bit too big imo, but I guess this is "preference"

    02:08:111 - maybe silence this?

________________



Shadren's Insane


  • 00:12:350 (2,3) - this a bit of a movement killer. You used to put more emphasis on the strong beats of the song, but here you ignore it. Basically, if you were to use a slider, it should start on 00:12:350 - and not on the red tick, that's what makes it awkward

    01:33:871 (6,7,8,9) - I'd use claps on these at least, since it feels a bit too unnoticed as a pattern now (aka overmapped)

    02:08:111 - maybe we can silence this spinner end?

________________



Hard


  • 00:13:165 (1,2,3,4) - umh... can I ask the logic behind this pattern?

    00:18:545 (1,2,3) - maybe this one too, since they don't look like that solid in structure to me

    00:18:545 - from here on the song is quieter than the first part, so why is spacing and SV still the same? The map will end up looking plain, you know
    00:39:415 - from here spacing and SV should increase a little, but not too much since you still have to compare it with the kiai times

    00:40:882 (2,3,4,5,6,7,8) - too many triplets near each other for a Hard diff here
    00:43:328 (1,2,3,4,5,6,7) - same. On this diff you should try to avoid 2 triplets which are 1 beat (1 white tick) apart

    01:00:284 - from here I was expecting another change, be it in patterning or spacing. Again, the map looks too plain for what the song provides

    01:10:719 (1,2,3,4) - I guess I will stop asking in detail why your patterns have the shape they have...

    01:23:763 - kiai starts and I still have same SV and same spacing... it feels like I already saw this, oh right: there is 1 minute and a half with this same characteristics :P

    01:28:980 (1,2,3,4,5) - well, I said I wouldn't point out this stuff anymore, but I wonder what's the logic behind this pattern too

    01:30:774 (2,1) - idk, this overlap is a bit ugly imo, but it may be it's just personal aesthetics

    01:31:426 (1,2,3) - why aren't these using DS? Or why is 01:32:078 (3) - not on the line created by 1 and 2 like this?

    01:35:991 (3) - I wouldn't ignore vocals that much, since it was the instrument that most players would end up following at this level based on your rhythms

    01:37:458 (3,1) - ok, I guess that overlap was intentional. I still don't agree with it tho, it doesn't look nice at all imo

    01:53:600 (1,2) - overlap <.<
    01:54:904 (1,2) - ... The problem is not the overlap itself. The problem is with the overlap being different at different stages of the map: if you use that overlap as a characteristic of your map make sure to use it with the same spacing and rules every time it occurs

    02:08:111 - as for the other diffs, it would be better to silence the end here
Structure is a bit poor here. Check the mod below to understand what I mean

________________



Slayed's Advanced


  • nothing much to point out here, although structure is really low here, wow. Many patterns are the way they are just because you want the cursor to move from x1 y1 to x2 y2 and that's not nice, or at least not that entertaining to play imo.
    Few examples:
    - 00:10:719 (1,2,3,4,5,6) - this is just a giant circle with some decoration (00:11:208 (2) - like this), but nothing more I can easily identify
    - 00:15:937 (1,2,3,4) - reason behind this?
    - 00:34:850 (2,3,4,5,1) - ?
    - 00:42:024 (1,2,3,4,5,6,7,1,2) - this long chain is just... a chain lol. It could have been anything else and it would have been fine anyway probably but that's the problem: this isn't anyone's map, it's yours. Give it a proper sign that tells me "this is Slayed's map"


    02:08:111 - same as for the other diffs

________________



Collab Normal


  • 02:08:111 - spinner end as all the other diffs

________________



Easy


  • 00:15:937 (1,2) - I would have turned them into a repeat slider instead, but it's fine

    00:45:611 - ignoring vocals for the sake of following drums was a really bad move here imo. It throws you off since you're used to hit on 1/1, but you use red ticks here

    02:08:111 - silence it once again please

________________




General


  • idk who thought of the idea for the hitsounding on the highest diffs, but it wasn't a smart move.
    I say this because the hitsounder ignored the real meaning of hitsounds: feedback.
    Exactly that, there is no feedback from those guitar chords because that keysounding perfectly blends in with the song. Lower diffs are much better since they keep following drums as they used to for the entire map till that point.
    So... in conclusion: please fix that hitsounding since it is unrankable

    anime is not needed into tags. eventually it will get added as a genre (although I barely think it makes sense here as a tag, but whatever lol)

________________



PM me in case you didn't understand something.
Bye~
Topic Starter
wajinshu

MrSergio wrote:

m4m

Slayed's Expert


  • 00:15:448 - how come you ignored this beat while you didn't ignore 00:13:165 - 00:11:861 - 00:10:556 - 00:07:948 - ? Those are all beats falling on the high pitched synth sound in foreground so I was expecting to follow it all the way aaa i wanted to diversify the rhytm a bit so thats why i did this.. also i dont think that that's a bit problem since i didnt undermap it at all

    00:16:589 (1,2,3) - clearly overmapped triplet which doesn't have much to do with the song unless you hitsound it with stronger hitsounds (same could apply for 00:10:067 (3,4,5) - but this is a bit different so it's fine) uwu idk it actually fits so lol...

    00:23:355 (4) - I guess you really like overmapping stuff like this, huh =.=" It feels overmapped only because you ignore the sounds for 00:23:437 (5) - . If you were to use a 1/4 repeat slider things would feel totally different, but with the current pattern I'd rather keep following the drum as a player. yeah same

    00:52:784 (2) - just really personal, but I'd ctrl + g this for flow flow is already good i think~

    00:59:795 (1) - circles please, it just doesn't play right no matter how many times I try it. Even just a triangle is fine lol, its actually pretty easy to play... circles will be hard cuz imo its hard to click smth after 1/12 buzz slider

    01:22:621 (3,1) - what do you think about swapping NCs here, since the spacing between 01:22:132 (1,2,3) - is a bit too misleading (the visual one) idk, it plays nicely and nobody was complaining about this

    01:34:198 (1) - such a waste of vocal beats here :'( ikr :?

    01:40:611 (4,1) - a bit too big imo, but I guess this is "preference" yes, i think too

    02:08:111 - maybe silence this? is there a need in this? kinda 20% is already enough imo



Shadren's Insane


  • 00:12:350 (2,3) - this a bit of a movement killer. You used to put more emphasis on the strong beats of the song, but here you ignore it. Basically, if you were to use a slider, it should start on 00:12:350 - and not on the red tick, that's what makes it awkward

    01:33:871 (6,7,8,9) - I'd use claps on these at least, since it feels a bit too unnoticed as a pattern now (aka overmapped)

    02:08:111 - maybe we can silence this spinner end?


Hard


  • 00:13:165 (1,2,3,4) - umh... can I ask the logic behind this pattern? ???

    00:18:545 (1,2,3) - maybe this one too, since they don't look like that solid in structure to me Then maybe you could show me how it should be solid in structure?

    00:18:545 - from here on the song is quieter than the first part, so why is spacing and SV still the same? The map will end up looking plain, you know ¯\_(ツ)_/¯
    00:39:415 - from here spacing and SV should increase a little, but not too much since you still have to compare it with the kiai times Why increase spacing and SV with this part if it is not as energetic as kiai? Imo it will not be not reasonable

    00:40:882 (2,3,4,5,6,7,8) - too many triplets near each other for a Hard diff here ikr some triplets was removed
    00:43:328 (1,2,3,4,5,6,7) - same. On this diff you should try to avoid 2 triplets which are 1 beat (1 white tick) apart uhm

    01:00:284 - from here I was expecting another change, be it in patterning or spacing. Again, the map looks too plain for what the song provides Your expectations are not met

    01:10:719 (1,2,3,4) - I guess I will stop asking in detail why your patterns have the shape they have... Yes, perhaps you should stop

    01:23:763 - kiai starts and I still have same SV and same spacing... it feels like I already saw this, oh right: there is 1 minute and a half with this same characteristics :P -_ -

    01:28:980 (1,2,3,4,5) - well, I said I wouldn't point out this stuff anymore, but I wonder what's the logic behind this pattern too uh

    01:30:774 (2,1) - idk, this overlap is a bit ugly imo, but it may be it's just personal aesthetics It's not ugly

    01:31:426 (1,2,3) - why aren't these using DS? Or why is 01:32:078 (3) - not on the line created by 1 and 2 like this? ooops

    01:35:991 (3) - I wouldn't ignore vocals that much, since it was the instrument that most players would end up following at this level based on your rhythms
    01:38:600 (3,4) - here I also ignored the vocals, so everything is consistent
    01:37:458 (3,1) - ok, I guess that overlap was intentional. I still don't agree with it tho, it doesn't look nice at all imo my preferenceееее
    01:53:600 (1,2) - overlap <.< ...
    01:54:904 (1,2) - ... The problem is not the overlap itself. The problem is with the overlap being different at different stages of the map: if you use that overlap as a characteristic of your map make sure to use it with the same spacing and rules every time it occurs I understand

    02:08:111 - as for the other diffs, it would be better to silence the end here
Structure is a bit poor here. Check the mod below to understand what I mean

About the spacing and SV = I don't want to change it! It's my choice.


Slayed's Advanced


  • nothing much to point out here, although structure is really low here, wow. Many patterns are the way they are just because you want the cursor to move from x1 y1 to x2 y2 and that's not nice, or at least not that entertaining to play imo.
    Few examples:
    - 00:10:719 (1,2,3,4,5,6) - this is just a giant circle with some decoration (00:11:208 (2) - like this), but nothing more I can easily identify ur mum is a giant circle
    - 00:15:937 (1,2,3,4) - reason behind this? ? u wont believe but it actually follow the music!!
    - 00:34:850 (2,3,4,5,1) - ? wait r u just rofling or something?
    - 00:42:024 (1,2,3,4,5,6,7,1,2) - this long chain is just... a chain lol. It could have been anything else and it would have been fine anyway probably but that's the problem: this isn't anyone's map, it's yours. Give it a proper sign that tells me "this is Slayed's map" this is Slayed's map


    02:08:111 - same as for the other diffs yea same


Collab Normal


  • 02:08:111 - spinner end as all the other diffs

Easy


  • 00:15:937 (1,2) - I would have turned them into a repeat slider instead, but it's fine

    00:45:611 - ignoring vocals for the sake of following drums was a really bad move here imo. It throws you off since you're used to hit on 1/1, but you use red ticks here For this reason I took a break 1/1, so they focused on the fact that there start is a slider starts at red tick

    02:08:111 - silence it once again please

General


  • idk who thought of the idea for the hitsounding on the highest diffs, but it wasn't a smart move.
    I say this because the hitsounder ignored the real meaning of hitsounds: feedback.
    Exactly that, there is no feedback from those guitar chords because that keysounding perfectly blends in with the song. Lower diffs are much better since they keep following drums as they used to for the entire map till that point.
    So... in conclusion: please fix that hitsounding since it is unrankable N o

    anime is not needed into tags. eventually it will get added as a genre (although I barely think it makes sense here as a tag, but whatever lol)


PM me in case you didn't understand something.
Bye~
Thanks and bye~~~
Seijiro
I wasn't really meaning to meme here tho...
Where I asked what was the logic of your pattern I asked "why the objects are placed like that?" basically, but I guess I shouldn't have asked... From your replies I assume you didn't give it a second thought so my bad.
Topic Starter
wajinshu
Oh, and "anime" tags have been removed and hitsounds it was my idea is not unrankable.
Topic Starter
wajinshu
ееее
aqr91
super mini mod
Difficulty - Slayed's Advanced (2,62 stars, 278 notes)
SPOILER
01:24:904 (4,5) - rhythm mistake. In that place should be same reverse slider as here 01:33:219 (6) -
01:38:600 (7,8) - same rhythm mistake. In that place (01:38:600 (7) - ) should be another reverse slider
Difficulty - Slayed's Expert (5,27 stars, 438 notes)
SPOILER
Думаю лучше будет повернуть эти 00:14:632 (6,7) - слайдеры вот так:
315,334,14632,2,0,P|361:340|400:312,1,90,2|0,0:0|0:0,0:0:0:0:
168,144,14958,2,0,P|164:188|175:256,1,90,8|2,0:0|0:0,0:0:0:0:
Что бы образовать круговой флоу <- LUL, надеюсь внятно объяснил.
Переместить на миллиметр 00:43:083 (4,1) - Выглядит убого
01:06:073 (3,4) - стереть(хз зачем), и вместо этого повертеть этот паттерн 01:00:611 (4,5,6) -
Очередная ошибка по ритму 01:22:621 (1,1) - Слайдер должен начинаться с 01:22:621 (1) - до 01:23:029 (1) -
^ 01:41:045 (1) - начало слайдера; 01:41:208 (1) - конец.
Вместо этого паттерна, который кстати ущербно звучит 02:00:611 (1,2,3,4,5) - гораздо лучше будет смотреться стрим.
На этом все. Удачи!
Topic Starter
wajinshu
fixed all thanks!
riffy
Gotta agree with MrSegio on hitsounds, they are kind of inconsistent and confuse players as they are now.
Topic Starter
wajinshu
I removed this hitsounds. Redownload map please.
Chaoslitz
ticket since last year :v

[General]
  1. Beats between 00:44:469 (1,2) shouldn't be skipped, it breaks the constant 1/1 rhythm
    Try something like this or any other rhythm you think may fit:
  2. 01:36:480 - Clap missing?
[Collab Normal]
  1. 01:12:513 - Add a note here will help building up to hit 01:13:328 (1,2)
  2. 01:49:034 - Add drum-finish for better feedback
[Slayed's Advacnced]
  1. 01:49:034 - Same as Normal
[Hard]
  1. 00:28:002 (2,3,4) - I don't think using 3/4 patterns in this way is good for a Hard diff, it is quite difficult for players to understand the rhythm, normal 1/2 rhythm or a 1/1 reverse will work
  2. 01:33:219 (2,3,4,1) - ^

rip hitsounds.
yea though I agree with the hitsounds not giving proper feedback
there is same problem when i tried to keysound lol, what I have done it is to add another layer of hitsounds to those keysound'd parts, while keysounds are blended with music it still give proper feedback ;)

well those hitsounds are removed so we can only keep the current one now lol, call me back
Topic Starter
wajinshu
Fixed all from your mod! Thanks!
[Easy]
00:44:469 (1,2) -
Chaoslitz
Bubbled :3

where is my kd
Topic Starter
wajinshu
Thank you!!! ><
Wafu
There are few things that I'd like to mention. You should answer all of them properly - all of them are not suggestions but issues.

  1. The metadata you are using seems to come from an unofficial source. BMS of Fighters is not related to the artist officially and they are using their own naming system. You should use the metadata from Ym1024's SoundCloud.
  2. Source is not BMS. BMS is referring to a file format that such rhythm games are using OR to the whole simulator engine, not Beatmania or any related game. Yes, games that are using this system might be called "BMS games", but in that case, it's only a reference to the engine or a genre of the game. There are hundreds of BMS games. Use a source that directly describes the game this song is coming from or use no source at all. BMS might be in tags eventually. BMS of Fighters is also not a source, that is a contest of BMS songs where this song participated as well.
  3. You should pick a different background. Not only that the thumbnail image is kinda a clickbait, but majorly because it has nothing to do with the song. I don't see how Touhou Project or Aikatsu! are related to this. You should pick something that makes sense with the song or the artists, not just 3 random girls.
  4. I don't think the Easy is of a high enough quality. There are some issues with emphasis such as 00:12:676 (1) - , it's probably the only place in the map where the same pattern is not clickable at 00:13:165 - . That would not be so major issue, but you are using a very wide variety of rhythms that are not so appropriate for an easy difficulty. Especially swapping between following guitar and drums makes this even worse, e.g. 01:02:893 (1) - , because you then swap back to the drums and then back to the guitar while the pace of music doesn't change at all. It won't be playable by anyone who would normally play 1.6* maps.
  5. (Regarding the Easy) There are way too many issues, but I'm willing to talk about this map with you and explain all the reasons why I think there is so much more to improve. If you'd like to, ask me through forum PM and I'll make time for you.
Edit: Chat log, we had some discussion about the easy, slightly improved, but I recommend to get more feedback.
Log
18:45 Wafu: Hey! I'm here. Tell me when you want to start.
18:45 wajinshu: Finally u here
18:45 Wafu: Sorry for the delay
18:45 wajinshu: i can
18:46 wajinshu: well
18:46 *wajinshu is editing [https://osu.ppy.sh/b/1006978 Ym1024 - 7 colors* (feat. lamie*) [Easy]]
18:46 wajinshu: soo
18:46 Wafu: Need to testplay it once so I get an idea what did I want to talk about lol
18:47 wajinshu: oki
18:47 wajinshu: lol
18:52 Wafu: So, the issue about the Easy is basically that you have a Normal difficulty that is something about 2.05 or so, this difficulty is 1.65, so it's pretty close.
18:53 Wafu: But the problem is that even though it's supposed to be somewhat an easy or an easier normal, it contains many rhythms that are literally inplayable by newbies.
18:55 Wafu: The new player needs to progress in some way, so jumping into advanced techniques will give him nothing. New players need to learn how to read and follow rhythm.
18:55 wajinshu: Okay, I'm starting to understand a little bit ..
18:56 Wafu: Adding inconsistencies will just throw the new player off the track.
18:57 Wafu: I agree that this song is not the best one rhythmically, that's for sure, but for that reason, trying to simplify the rhythms a bit is a good idea.
18:57 wajinshu: oh
18:58 Wafu: For instance the 3/2 rhythms usually seem to be very confusing.
18:58 Wafu: And I'm not saying that you shouldn't use any 3/2 rhythms, but that you should use them in a simple way.
19:00 Wafu: For example 01:02:893 (1) - is fine to end on 01:03:545 - as the end would land on a drum which will still give some constant kind of a rhythm.
19:00 wajinshu: o
19:00 wajinshu: okay
19:02 wajinshu: i finished slider here xd
19:02 Wafu: Because you have to think this way. The newbies hear just the 1/1 "kick, snare, kick, snare, kick, snare, kick, snare" pattern, instead of combining with guitar in few playes
19:02 Wafu: *places
19:03 Wafu: 00:12:676 (1) - Would not play so badly, but it's the only place where such a cymbal is ignored, you don't click it here unlike the rest of the map. That might create a little bit weird impression.
19:03 wajinshu: I understood T_T
19:05 wajinshu: but the sound is stronger
19:06 Wafu: Which one?
19:06 wajinshu: a
19:06 wajinshu: wait
19:06 Wafu: 00:13:165 - is pretty much the strongest beat among these three
19:07 Wafu: My recommendation would be adding a repeat at 00:12:024 (4) - and starting slider at 00:13:165 - , ending at 00:13:654 -
19:07 wajinshu: I just wanted to make it a little easier to play
19:08 wajinshu: Here are explanations for me better^
19:08 wajinshu: just bad english =)
19:08 Wafu: :D
19:09 wajinshu: xd
19:09 Wafu: 00:43:328 (3,4,1,2,1,2) - This part is quite an accuracy hell
19:11 wajinshu: pls help with rhytm xd
19:11 Wafu: 00:43:328 (3,4) - Is not a perfect, because it starts on kick, ends on vocals and has some drums in background that make it sound like you click completely off.
19:12 Wafu: The most simple solution is probably removing these two and adding a slider at 00:43:328 - ending at 00:43:980 -
19:14 wajinshu: okay
19:15 Wafu: 00:44:469 (1,2,1,2) - Is a bit more difficult to deal with, so I'll try to experiment with this part a little bit
19:16 Wafu: The problem is the repetitive usage of 3/2 rhythms and ending sliders at places like 00:45:448 -
19:19 wajinshu: hmm
19:20 wajinshu: maybe just ignore these red ticks and mapping 1/1 xdd
19:21 wajinshu: helo overmaping
19:21 Wafu: Was thinking of something like this, but it still is kinda complicated
19:21 Wafu: http://puu.sh/tRakb/2cfe0de459.jpg
19:23 wajinshu: o
19:24 wajinshu: its better
19:28 Wafu: 1sec, gonna check something
19:30 wajinshu: okok
19:31 Wafu: I'm back
19:31 wajinshu: \w/
19:34 Wafu: 01:08:763 (2,3,4) - This one could be a bit less focused on the complicated guitar rhythm
19:36 Wafu: e.g. http://puu.sh/tRbl2/b69d2787d0.jpg or even http://puu.sh/tRbnb/4a2589f825.jpg
19:37 Wafu: Or a little bit similarly to 01:10:719 (1,2,3,4,1) - , but I don't think it would be perfect
19:38 wajinshu: first option
19:38 wajinshu: xd
19:39 wajinshu: but 01:02:893 (1,2,3) - here too?
19:40 Wafu: If you can do it, it could be good
19:40 wajinshu: ok
19:50 Wafu: 01:55:719 (2,2) - These two sliders have similar emphasis problem as 00:12:676 (1) - I guess
19:52 wajinshu: `01:43:980 (1) - ?
19:53 Wafu: oh, probably too
19:55 wajinshu: soon to be fixed
20:12 wajinshu: Updated xd
20:16 Wafu: Will take a look at it in a while
20:25 Wafu: You should go through the kiai and check the hitsounds. You seem to forget drum finish at 01:25:556 - 01:30:284 - and many more. I guess you'll be able to recognize easily
20:27 wajinshu: can I use instead of the sounds of the drum just soft whistle xd
20:28 Wafu: If it sounds good, maybe. But why'd you choose the inconsistent way o.o?
20:28 Wafu: I mean, you used drums before, so.. :D
20:30 wajinshu: idk D: well, I will again use drums @_@
20:30 wajinshu: spam drums...
20:30 Wafu: :D
20:43 wajinshu: spam is finished
20:43 wajinshu: updated xd
Seijiro
heh... it doesn't look like much changed since I last saw this.
Sorry, but I have to disagree with Chaoslitz's bubble...

EDIT: Wafu sniped me, rip.
I share the worries on the Easy diff and I mentioned something on my own, so check it out.

In addition I tried modding once again, trying to point out the critical spots. Please reply seriously this time, I hate memes :v

Slayed's insane


  1. 00:17:893 (3) - if I listen to the guitar I get the impression you should have 2 circles here
  2. 00:31:589 (1,2,1) - minor, but this combo-ing looks a bit random to me. Should be just one NC?
  3. 00:38:763 (3,4) - even your hitsounding suggests this, yet you ignore that: there should be more clicks here. The best option, rhythm-wise, would be to map 00:38:763 - 00:38:926 - 00:39:089 - with circles and leaving 00:39:252 - empty. That way you create contrast and focus the attention on the important beats instead of overmapping the song.
  4. 00:41:371 - looks like rhythm is again problematic here, since the strong one is situated on the slider tail here. At the same time you make the player click on a weak beat which is not so great
  5. 00:43:165 (1,2) - I think this is personal, but this is sudden considering where the slider is pointing at. You can either remove the circle or make it more readable by not stacking it on top of the next slider, like this
  6. 00:46:589 (3) - rhythm is again messy here: there is a strong beat on the slider tail and another strong beat which is not mapped at all at 00:46:915 - , while you make the player click on 00:46:589 - , which is weaker in comparison
  7. 00:59:795 (3) - this is my biggest issue with this map. You once again ignore the strong beat on the slider tail which creates a really awkward rhythm. Moreover you keep this strange fact even for 01:00:121 (1,1) - these, since the strong beat once again lands on a slider end
  8. 01:02:241 (4) - and again rhythm. Your hitsounding says so too: it needs two clicks here, not only one
  9. 01:05:339 (1,1) - same as mentioned before in bold
  10. 01:10:556 (1,1) - ^
  11. 01:23:111 (1,1) - imo you don't need that many NCs for intuitive slider velocity changes, but it's the 2016 meta, right?
  12. 01:23:763 (1,1) - umh, yeah ^
  13. 01:26:698 (1,1) - ^
  14. 01:40:067 (1,2,3,4) - the lack of a solid structure to base this pattern makes it harder to read/interpret during gameplay. Isn't there a more intuitive way to do it? Like a repeat slider or circles stacked on top of 1/3 slider?
  15. 01:41:698 - you waste an important beat. If you plan on keeping both 01:41:208 (1,1) - on vocals you should first of all remove the useless NC and then change hitsounding, since the current one hints to the drum, but drum has a beat at 01:41:698 - which you don't map
  16. 01:50:176 (2,3,4,5,6) - again, a bit more of structure would help for reading
  17. 02:00:611 (2,3,4,5,6) - this is the only one among those 3 similar patterns which actually has a structure I can identify
I probably can classify this map's style as free-style (by a large margin, I'd say), although it is clear that structure can be better in some places.
Take a look at the paragraph at the end of the mod

________________



Shadren's Insane


  1. 00:18:382 (8) - if you delete this you create contrast with the previous part and the last beat (00:18:219 (7) - ) will have more focus in the player's mind. It also defines better one section from another, since this is the point where they switch
  2. 00:38:763 (3,4) - same as for Slayed's diff, the hitsounding here suggests 3 clicks instead of 2 sliders imo. 00:39:252 - this beat receives the same reasoning I made above ^ , if you delete it you create a better contrast with the rest and make the player focus on what's important
  3. 00:51:154 (1,2) - just on a side note, why are these shapes like this? .-.
  4. 00:59:632 (3,4) - either a repeat slider or 3 circles again, because all beats here have the same intensity so you can't create this variation in the map and ignoring the song
  5. 01:21:154 (1,2,3,4,1,2,3,1,2,1) - suddenly combos become just 3/2 long, instead of the usual 4/1...
  6. 01:56:208 (1,2) - just personal flow preference, but if you ctrl + g both of these separately you make a better circular flow imo
Kiai time is cool, rhythm-wise. Structure may be better too in some places.
Maybe check the paragraph at the end of the mod.

________________



Hard


  1. 00:38:926 (2,3) - as I suggested to the other diffs till now, if you delete the sldier tail beat from this you create contrast (having a break during a dense part make you focus more on what you click since nothing else requires your attention) and therefore you make the player focus on the more relevant beats alone.
  2. 01:40:719 (1,2) - not really a fan of overmapping on lower diffs tho. The beats 1 is covering are obviously far stronger than the beat covered by 2, yet you decided to make the player click on those beats. You should convert 1 into circles and delete 2 imo, that way you don't distract the player with weak beats in the way
  3. 01:41:779 (5) - a misleading beat that you could as well delete, since I turned off effects for a moment and I noticed how soft that beat is. If you instead were following the drum, then... you kind of misheard things, since the drum beats are at 01:41:616 - and 01:41:698 -
Check the final paragraph about structure, because that's my main issue with this diff.
After you read it, take 00:11:861 (1,2,3,4,5,6,1) - and try doing the same: you'll see why I am concerned with it

________________



Slayed's Advanced


  1. 00:10:067 (7,8) - rhythm-wise I would have placed a slider on 8. My reason to say that is because of how the player leaves 7: this object starts matching a lot with the string-like instrument in the background at this point (notice the beat on the tail on what falls) + the drum stopped playing on the white tick at 00:10:719 - (at least in your hitsounding, which follows the song, so yeah... it's not there)
  2. 00:38:926 (4) - just personal again, but every diff till now seemed to ignore how to make certain sounds be more expressive and take the main stage. In this case you could just use a circle instead, that way the short break makes the player take position again and also recognize better the new song section
  3. 01:01:426 (3,4) - your hitsounding is really misleading tho. The strong beat on 3 makes me think that's the beat that requires a slider, and not 4, which is a much weaker beat in comparison. Mapping weaker beats on lower diffs makes it hard, since players at this stage can't distinguish well sounds apart imo (talking only by personal experience, dunno how far it goes)
  4. 01:22:295 (4,5) - I see you like a lot these 1/2 sliders but imo you should also try something different...
    Either use just circles for 01:22:295 - 01:22:621 - 01:22:784 - OR use a 1/1 slider at 01:22:295 - and a circle at 01:22:784 - .
    Both option offer more contrast to let the player focus on the important beats and leave aside unnecessary ones, like 01:22:458 - , where there's nothing worth imo
Generally structure is weak here too, so take a read at the bottom of this post for a more detailed explanation about structure.
Last time seemed like you weren't so inclined to take my advice, let's see if I can convince you this way

________________



Collab Normal


  1. 01:06:806 (4) - the lack of strong hitsounding on the head makes this slider really awkward. Idk, add a normal-hitnormal or some drum addition... just make it stronger so the player can keep up with the rhythm, since you kind of force it if there's no real beat of the drum in the music this way
  2. In general the map feels a bit too dense in some parts where you have really long chains of 1/2 objects (01:49:034 (5,6,1,2,3,4,5) - example, but there are others) and if I add the relatively short DS, it feels a bit too cramped overall.
    A bit more of spacing and a bit less note density here and there would be great for this diff.
Check the structure paragraph (again), because this diff needs improvements in that area too

________________



Easy


  1. Note density-wise this diff is... "fine", I guess, but the usage of such beats is a bit poor, as Wafu pointed out.
    Idk exactly what his points are, but imo an Easy diff that uses so many 1/1 snaps (probably the entire map is like that if I exclude the 2/1 breaks before kiai and those strange 3/2 snaps in the second half) is not so great.
    Stuff like 00:08:763 (2,3,4,1,2,3,1,2,3,4,5,1,2) - is hella boring and I can say confidently that here it is not the song's fault for being repetitive, since you can easily switch to other rhythms (like... you know... placing a circle instead of a slider at the end of strong rhythms so to create a 2/1 gap and therefore contrast with the next combo, which therefore creates a better emphasis, etc...), or even stuff like 00:45:611 - this, where you skip the strong beat like that (you could find better alternatives if you try imo)
As a side note: really, try counting how many NON-1/1 gaps between objects you have in the entire map. You'll notice how monotonous this is.
Also, again structure.

________________




Little paragraph on what structure is imo and how it should be done.
It's just an example, I could have taken a lot of different situations for it.

I believe each of the mappers in this set would benefit from this reading.
explanation
By definition, I consider structure as the sum of reasons an object has to be where it is.
The more you have, the better, and that's what defines a map to have good structure imo: a lot of reasons.

Now... the other day I was explaining this concept to my mentee too and I ended up with the following screen:


The starting point was that the jump on 7 should have been the strongest in the combo since the rhythm of the song asked for it but my mentee mostly did random jumps for this part, so I tried to make something up and explain it.
I'll write here what I wrote for him too.

The premise is that I try to create as many links as I can between each single object in the combo:

The starting point is at the bottom, as we know.
From there I initiate a first piece of structure: the orange line. (we still have no structure at all here)
-
Next is 4
In this case I'm still not building much yet, but I'm initiating the first green line, which will later be useful as you'll see
-
On 5 I return back on the orange line and something is starting to build into my mind, since I notice that it is connected to the first object.
Meanwhile I quickly end the first green line, so I put down a little piece of structure I can re-use if necessary.
-
With 6 I set up the preparation for the second green line, initialize the cyan combo and start hinting at the big red structure, although it is not clear yet.
-
Once on 7 you complete the second green line, which is a big bonus since those lines clearly have the same angle, just flipped + you finally close the red structure AND the orange line you started at first.
At this point your vision already has a huge amount of references and links between objects: the orange line, the red structure and even the 2 green lines
-
We finally close the pattern with 8 where we finally realize how 6 and 8 are literally mirrored if we consider the line between 4-7 as the mirror line (we also kept the same visual distance we used between the orange structure's objects)
-
To top it off, we started the pattern with a triplet in the bottom right corner of the pattern and ended up with another triplet in the top left corner of it (which is a gigantic symmetry once again + strong rhythm reason)

With curvy stuff things get a bit more complex but the concept is always the same: get as many reasons to make an object stay where it is
In conclusion, the easiest way to make structure is simply trying to make relations between 2 or more objects in a way that our brain easily recognize.
Using geometry to do so is the easiest way since we obviously can easily distinguish squares, circles, triangles, etc in our daily life.
There is also something called free-style, which is a more "liquid" sort of structure, but I'll leave that aside for now I guess

I was going to mod the General stuff too, but Wafu pointed out most of it I suppose.
You should really care more about your maps instead of doing things halfheartedly imo =w=
Shmiklak
лучший мем года
Topic Starter
wajinshu
нит
Seijiro


The year is still long, my dear ;)
Shadren
MrSergio's mod

MrSergio wrote:

Shadren's Insane


  1. 00:18:382 (8) - if you delete this you create contrast with the previous part and the last beat (00:18:219 (7) - ) will have more focus in the player's mind. It also defines better one section from another, since this is the point where they switch fixed
  2. 00:38:763 (3,4) - same as for Slayed's diff, the hitsounding here suggests 3 clicks instead of 2 sliders imo. 00:39:252 - this beat receives the same reasoning I made above ^ , if you delete it you create a better contrast with the rest and make the player focus on what's important fixed
  3. 00:51:154 (1,2) - just on a side note, why are these shapes like this? .-. fixed
  4. 00:59:632 (3,4) - either a repeat slider or 3 circles again, because all beats here have the same intensity so you can't create this variation in the map and ignoring the song I don't think so, cause this circle (4) put on strong beat and these makes player understand, that next pattern will start with jump, etc.
  5. 01:21:154 (1,2,3,4,1,2,3,1,2,1) - suddenly combos become just 3/2 long, instead of the usual 4/1... fixed
  6. 01:56:208 (1,2) - just personal flow preference, but if you ctrl + g both of these separately you make a better circular flow imo fixed
Kiai time is cool, rhythm-wise. Structure may be better too in some places.
Maybe check the paragraph at the end of the mod.

________________


Thank you :3

Diff: https://puu.sh/tPHt3/030b0a1917.osu
Topic Starter
wajinshu

MrSergio wrote:

heh... it doesn't look like much changed since I last saw this.
Sorry, but I have to disagree with Chaoslitz's bubble...

EDIT: Wafu sniped me, rip.
I share the worries on the Easy diff and I mentioned something on my own, so check it out.

In addition I tried modding once again, trying to point out the critical spots. Please reply seriously this time, I hate memes :v

Slayed's insane


  1. 00:17:893 (3) - if I listen to the guitar I get the impression you should have 2 circles here sounds on that slider are literally the same as on 00:17:567 (2) - this one, so i dont really want to map them differently
  2. 00:31:589 (1,2,1) - minor, but this combo-ing looks a bit random to me. Should be just one NC? i used this combo-ing every time i wanted to emphasise the vocals 01:23:763 (1,2,1,2) - 01:26:371 (1,2,1,2) -, so id like to keep it
  3. 00:38:763 (3,4) - even your hitsounding suggests this, yet you ignore that: there should be more clicks here. The best option, rhythm-wise, would be to map 00:38:763 - 00:38:926 - 00:39:089 - with circles and leaving 00:39:252 - empty. That way you create contrast and focus the attention on the important beats instead of overmapping the song.
  4. 00:41:371 - looks like rhythm is again problematic here, since the strong one is situated on the slider tail here. At the same time you make the player click on a weak beat which is not so great this is consistent mapping on vocals, there are a lots of places where you can find a strong sound on the slider tail.. why did u pick this one lol
  5. 00:43:165 (1,2) - I think this is personal, but this is sudden considering where the slider is pointing at. You can either remove the circle or make it more readable by not stacking it on top of the next slider, like this agree
  6. 00:46:589 (3) - rhythm is again messy here: there is a strong beat on the slider tail and another strong beat which is not mapped at all at 00:46:915 - , while you make the player click on 00:46:589 - , which is weaker in comparison vocals
  7. 00:59:795 (3) - this is my biggest issue with this map. You once again ignore the strong beat on the slider tail which creates a really awkward rhythm. Moreover you keep this strange fact even for 01:00:121 (1,1) - these, since the strong beat once again lands on a slider end actually these sounds are equal.. are you judging the strength of a sound by its place on the metronome? lol. by the way, i think that emphasising this sound by a high-sv slider is a better option since it fits this moment closer than a 1/2 pattern.. semi agree with the 1/4 kick-slider, but again i think that the slider conveys the sound in the music better
  8. 01:02:241 (4) - and again rhythm. Your hitsounding says so too: it needs two clicks here, not only one again vocals
  9. 01:05:339 (1,1) - same as mentioned before in bold same as before. and actually whats the problem with it if it is consistent? thats actually how i feel the song..
  10. 01:10:556 (1,1) - ^ ^
  11. 01:23:111 (1,1) - imo you don't need that many NCs for intuitive slider velocity changes, but it's the 2016 meta, right? Please mod seriously this time, I hate memes :v not only its the 2k16 meta, but its also a good reference to the song title, which contains "N colors"!!
  12. 01:23:763 (1,1) - umh, yeah ^ umh, no
  13. 01:26:698 (1,1) - ^ ^
  14. 01:40:067 (1,2,3,4) - the lack of a solid structure to base this pattern makes it harder to read/interpret during gameplay. Isn't there a more intuitive way to do it? Like a repeat slider or circles stacked on top of 1/3 slider? i have no idea of you are talking about, read the last paragraph to understand something, but that wasnt successful. if you are talking the playability, i think this pattern is easy enough to be played by a huge range of players and i see literally no problem here.
  15. 01:41:698 - you waste an important beat. If you plan on keeping both 01:41:208 (1,1) - on vocals you should first of all remove the useless NC and then change hitsounding, since the current one hints to the drum, but drum has a beat at
    01:41:698 - which you don't map tried to emphasise another sound, thats why 01:40:067 (1,2,3,4) - this is skipped. gonna tell waji to fix hitsounds, though
  16. 01:50:176 (2,3,4,5,6) - again, a bit more of structure would help for reading explained earlier
  17. 02:00:611 (2,3,4,5,6) - this is the only one among those 3 similar patterns which actually has a structure I can identify cant see much difference between those patterns lol probably you could explain it better

I probably can classify this map's style as free-style (by a large margin, I'd say), although it is clear that structure can be better in some places.
Take a look at the paragraph at the end of the mod
well, i cant really agree with your points since i mapped it in a way that i feel the song and looks like its not acceptable for you.
not much i can add, but hope youll be okay with my explanations..


Hard


  1. 00:38:926 (2,3) - as I suggested to the other diffs till now, if you delete the sldier tail beat from this you create contrast (having a break during a dense part make you focus more on what you click since nothing else requires your attention) and therefore you make the player focus on the more relevant beats alone. there is a long sound from the start of the slider, you don't hear?
  2. 01:40:719 (1,2) - not really a fan of overmapping on lower diffs tho. The beats 1 is covering are obviously far stronger than the beat covered by 2, yet you decided to make the player click on those beats. You should convert 1 into circles and delete 2 imo, that way you don't distract the player with weak beats in the way circle + 1/2 slider now it's better
  3. 01:41:779 (5) - fixed a misleading beat that you could as well delete, since I turned off effects for a moment and I noticed how soft that beat is. If you instead were following the drum, then... you kind of misheard things, since the drum beats are at 01:41:616 - and 01:41:698 -
Check the final paragraph about structure, because that's my main issue with this diff.
After you read it, take 00:11:861 (1,2,3,4,5,6,1) - and try doing the same: you'll see why I am concerned with it
I'm not going to change it I want to keep it


Slayed's Advanced


  1. 00:10:067 (7,8) - rhythm-wise I would have placed a slider on 8. My reason to say that is because of how the player leaves 7: this object starts matching a lot with the string-like instrument in the background at this point (notice the beat on the tail on what falls) + the drum stopped playing on the white tick at 00:10:719 - (at least in your hitsounding, which follows the song, so yeah... it's not there) the current way follows the song better imo
  2. 00:38:926 (4) - just personal again, but every diff till now seemed to ignore how to make certain sounds be more expressive and take the main stage. In this case you could just use a circle instead, that way the short break makes the player take position again and also recognize better the new song section agreed
  3. 01:01:426 (3,4) - your hitsounding is really misleading tho. The strong beat on 3 makes me think that's the beat that requires a slider, and not 4, which is a much weaker beat in comparison. Mapping weaker beats on lower diffs makes it hard, since players at this stage can't distinguish well sounds apart imo (talking only by personal experience, dunno how far it goes) will tell waji
  4. 01:22:295 (4,5) - I see you like a lot these 1/2 sliders but imo you should also try something different...
    Either use just circles for 01:22:295 - 01:22:621 - 01:22:784 - OR use a 1/1 slider at 01:22:295 - and a circle at 01:22:784 - .
    Both option offer more contrast to let the player focus on the important beats and leave aside unnecessary ones, like 01:22:458 - , where there's nothing worth imo
agreed
Generally structure is weak here too, so take a read at the bottom of this post for a more detailed explanation about structure.
Last time seemed like you weren't so inclined to take my advice, let's see if I can convince you this way

Collab Normal


  1. 01:06:806 (4) - the lack of strong hitsounding on the head makes this slider really awkward. Idk, add a normal-hitnormal or some drum addition... just make it stronger so the player can keep up with the rhythm, since you kind of force it if there's no real beat of the drum in the music this way
  2. In general the map feels a bit too dense in some parts where you have really long chains of 1/2 objects (01:49:034 (5,6,1,2,3,4,5) - example, but there are others) and if I add the relatively short DS, it feels a bit too cramped overall.
    A bit more of spacing and a bit less note density here and there would be great for this diff.
Check the structure paragraph (again), because this diff needs improvements in that area too


Easy


  1. Note density-wise this diff is... "fine", I guess, but the usage of such beats is a bit poor, as Wafu pointed out.
    Idk exactly what his points are, but imo an Easy diff that uses so many 1/1 snaps (probably the entire map is like that if I exclude the 2/1 breaks before kiai and those strange 3/2 snaps in the second half) is not so great.
    Stuff like 00:08:763 (2,3,4,1,2,3,1,2,3,4,5,1,2) - is hella boring and I can say confidently that here it is not the song's fault for being repetitive, since you can easily switch to other rhythms (like... you know... placing a circle instead of a slider at the end of strong rhythms so to create a 2/1 gap and therefore contrast with the next combo, which therefore creates a better emphasis, etc...), or even stuff like 00:45:611 - this, where you skip the strong beat like that (you could find better alternatives if you try imo)
As a side note: really, try counting how many NON-1/1 gaps between objects you have in the entire map. You'll notice how monotonous this is.
Also, again structure. уебо
changed the background and tittle artist source
hitsounds was changed tooo
Topic Starter
wajinshu
Немного поторопилась да
Seijiro
Thanks for the freshly baked meme, I enjoyed it.

Memes aside, if you tell me what you didn't understand I might explain better, although I get the impression that my explanations were already pretty understandable.
If it's the part about how "structure" works then it might be possible, since it's not an easy concept to get. Apart from that pattern analysis I can't make it easier tho. I tried teaching this to others too but I can't do more than this, you gotta study that on your own at this point :/
I tried what I could so far.

With that said, unless structure improves I don't think I will come down to an agreement here:

Slayed wrote:

not only its the 2k16 meta, but its also a good reference to the song title, which contains "N colors"!!
then why isn't the whole map an NC fest? =w=

Slayed wrote:

i have no idea of you are talking about, read the last paragraph to understand something, but that wasnt successful. if you are talking the playability, i think this pattern is easy enough to be played by a huge range of players and i see literally no problem here.
It's not really a matter of playability, but structure once again. It's the small detail that lets me know how to read the pattern even before seeing.
This takes time to adjust I guess, since the concept of structure is not so easy to get as we can see.

Slayed wrote:

cant see much difference between those patterns lol probably you could explain it better
I meant that 02:00:611 (2,3,4,5,6) - has structure, since I can take each slider + circle and notice how the rotation is constant and easily understandable, unlike the other similar 1/3 rhythms where angle changes were a bit random

wajinshu wrote:

there is a long sound from the start of the slider, you don't hear?
It's not whether there's a faint sound on that or not, but how the rest of the beats get interpreted. If you delete that beat you help the player focus on important beats instead of caring at that minor beat on the slider tail


Just few things I particularly wanted to point out about the reply to my mod.
I left out the bold suggestion into Slayed's mod because that needs to be fixed in any case.
If you want the high SV try to find a way that incorporates that into the current map I'd say, but I can ensure you you'll have a hard time doing so since strong beats can't be represented like that when the whole map has a medium SV. You'd need a really low SV in general to make good use of a really high SV like that imo.
Circles would just fix this problem way more easily, but I guess you're against it, so rip.
marcuddles
лучший мем года
Topic Starter
wajinshu
Please update the map.
I added more drum finish at kiai.
Btw from Segio's mod 00:08:763 (2,3,4,1,2,3,1,2,3,4,5,1,2) - I'm a little variety of rhythms
p/5798370/
Syph
hi

[Slayed's Expert]

00:09:252 (5,1) - why does this have so much emphasis but 00:10:556 (5,1) - doesn't while that has even stronger sound on 1 // actually the only time there's like no spacing lol
00:26:371 (1,2,3) - flows kinda bad, just do ctrl+< on 3 and it shud be fine
00:30:121 (1) - ur following vocal but ignoring that downbeat is rly tilting..
00:46:589 (3) - 2 circles would make more sense here for the kick on sliderend
01:01:589 (1) - such a strong sound on red tick safdushihrdhgo tilted
01:04:850 (1,2,3,1,2,3) - more spacing here would be nice this is kinda lame
01:08:926 (1,2) - switch nc?
01:09:904 (4,1) - either remove nc on 1 or switch cuz it doesnt make sense rn
01:10:556 (1,3) - switch nc
01:22:784 (1,1,1) - feel like this is a bit too much spacing, maybe just stack all of it on top of eachother like this https://sy.phic.al/i/jkdhyjp.png
01:23:926 (2,1) - more spacing mayb something like https://sy.phic.al/i/cgtvgzg.png
01:26:534 (2,1) - ^
01:28:817 (1,3) - switch nc
01:31:426 (1,2) - this is just mean, u use the same spacing for 3/4 and the sound on white tick is so strong, more spacinggggg
01:32:078 (1,2) - ^
01:38:926 (4) - missing finish on sliderend
01:39:252 (1,3) - switch nc
01:40:719 (1) - missing finish
01:41:698 - dont ignore such a strong sound ):
01:50:828 (6) - ctrl g its really awkward rn
01:52:295 (1,2) - moreeeee spacinggggggggg

gl
Seijiro
can you stop memeing?
There's something called kd abuse, so be careful with that
Topic Starter
wajinshu
sry
Topic Starter
wajinshu

Syph wrote:

hi

[Slayed's Expert]

00:09:252 (5,1) - why does this have so much emphasis but 00:10:556 (5,1) - doesn't while that has even stronger sound on 1 // actually the only time there's like no spacing lol well.. true, but i really want to keep that blanket since i really like how it works with the next slider 00:11:045 (2) - , so yeah.. also its playable enough, so shouldnt be a problem :3
00:26:371 (1,2,3) - flows kinda bad, just do ctrl+< on 3 and it shud be fine i think its fine orz
00:30:121 (1) - ur following vocal but ignoring that downbeat is rly tilting.. that happens a lot in the map tho.. actually because i only map on vocals xd
00:46:589 (3) - 2 circles would make more sense here for the kick on sliderend but slider fits the vocals better, so ;;
01:01:589 (1) - such a strong sound on red tick safdushihrdhgo tilted xd
01:04:850 (1,2,3,1,2,3) - more spacing here would be nice this is kinda lame true
01:08:926 (1,2) - switch nc? no need imo, cuz strange sound start from 01:08:926 (1) - here
01:09:904 (4,1) - either remove nc on 1 or switch cuz it doesnt make sense rn its the same as 01:04:687 (4,5,1) - lol.. but ill think about it..
01:10:556 (1,3) - switch nc the current nc works better with the melody ;; moreover, triangle looks more aesthetically right with the current nc placement
01:22:784 (1,1,1) - feel like this is a bit too much spacing, maybe just stack all of it on top of eachother like this https://sy.phic.al/i/jkdhyjp.png i think its pretty fine as it is
01:23:926 (2,1) - more spacing mayb something like https://sy.phic.al/i/cgtvgzg.png tried smth
01:26:534 (2,1) - ^ tried
01:28:817 (1,3) - switch nc nah, i wont really like this 01:28:491 (4,1) - followpoint then x(
01:31:426 (1,2) - this is just mean, u use the same spacing for 3/4 and the sound on white tick is so strong, more spacinggggg fixed
01:32:078 (1,2) - ^ fixed
01:38:926 (4) - missing finish on sliderend true
01:39:252 (1,3) - switch nc explained earlier
01:40:719 (1) - missing finish fixed
01:41:698 - dont ignore such a strong sound ): d
01:50:828 (6) - ctrl g its really awkward rn dont like ctrl+g because it sukk
01:52:295 (1,2) - moreeeee spacinggggggggg okay~ owo~

gl
Shmiklak

Mark101 wrote:

лучший мем года
indeed
Iceskulls
[easy]
  1. 02:02:241 (3) - it sound pretty weird to have the spinner start right at the emphasized beat here 02:02:730 - , i think it would be better to start the spinner here instead 02:02:893 - and you can end slider here 02:02:730 - so it follow the guitar sound there nice imo
[collab normal]
  1. 00:25:556 (4) - this appear to be a bit off for me for this rhythm here normally you don't focus on the 1/2 beat much here 00:18:545 (1,2,3,4,1,2,3,4) - where the beat 1/1 sound consistent like that but , i think it would be better to just delete 00:25:556 (4) - to make thing play more consistent
  2. 00:41:371 (5,6) - inconsistent spacing , should be 0.9x spacing
  3. 01:03:382 (2,3) - a sudden switch here is a bit too sudden and might confuse player imo , would be better to still continue to follow the sound of 01:03:382 - which also play on 01:03:545 - so maybe try this rhythm ?
  4. 01:05:502 (1,2) - similiar but this one happen in reverse but i think it still can confuse player so you can try use this rhythm instead
  5. 01:10:719 (1,2) - same
  6. 01:26:861 (2,3) - stack to make it consistent with 01:24:252 (2,3) - , the vocal just sound so similiar so it would be better to make it play the same
  7. 01:37:295 (2,3) - same
  8. 01:49:524 (6) - uhh similiar to 00:25:556 (4) - you follow guitar all the way here but you suddenly switch to drum for a sec , that's make the rhythm sound not good much imo and could surprise or consfuse player what they need to follow
[advance]
  1. 00:09:415 (5) - starting this slider on the non emphasized beat like that just make rhythm play awkward and it even more awkward when the beat before that is emphasized , i think this rhythm would improve thing quite a bit
  2. 00:10:556 (7,1) - mm mixing two instrument like this would be not that good to play eventhough it a different combo since (1) beat sound doesn't sound strong enough to transist from (7) imo , same applied to 00:10:719 (1,2) - too , when you try to map a rhythm try to center around one instrument that you find the most dominant , imo try this rhythm and see
  3. 00:14:469 (5,6) - aaa you make the flow awkward with the rhythm too by stacking them , normally stack should be apply to 2 beat that have like a similiar sound so that it a way to emphasis the similiarity there but in this case it not work so try to unstack them
    , the rhythm is the same as i mention above too
  4. 00:45:611 (3) - this is the only sliderend for emphasized 1/2 beat try make that emphasized 1/2 beat clickable so it consistent with the others rhythm around here
  5. 00:58:817 (3) - ignore the strong downbeat here 00:58:980 - just ruin the consistency of the rhythm here and make it sound weird since you does intentional follow this sound here 00:57:676 - so fixing this will add a bit overall better rhythm structure here imo
  6. 01:01:263 - ok this is like a the same with what i said above but this time it come with the problem with the playability , ignore the strong beat will always result in the awkward feeling when playing and most of time destroy consistency too in this case it's like everything just get destroyed right at that ignored strong beat then start a new one here 01:01:426 - with that player will be easily miss the note here but can play the thing after that easy so i think to make thing better you should try to make thing more consistent to make it flow more smooth not just like what i try to explained lol here , try this rhythm
[*]01:13:165 (8) - this isn't necessary imo , adding it would just make the rhythm feel a bit too dense like hard , i think atleast give player a bit small break here would be good too since the music here doesn't feel much intense too
[*]01:51:643 (5,6) - doesn't feel like it fit for the stack much since the beat here doesn't feel similiar and sound more like a continue sound which a normal stack would work better
[*]02:02:078 (5,6) - would be better to just still keep follow the guitar sound here to make it consistent with the previous rhythm so that it make the rhythm flow a bit better

[hard]
  1. 00:10:393 (5,1) - this should have higher spacing to emphasis the 1 there better , so try to make this higher spacing and decrease spacing on 00:10:230 (4,5) - ?
  2. 00:13:002 (5,1) - give them a bit more angle since the current one just make it feel a bit too monotonous you don't give them much thing to indicate to change in intensity in rhythm much , try move 1 to around x280 y224
  3. 00:15:611 (5,1) - same as 00:10:393 (5,1) -
  4. 00:26:045 (3,4) - jumps here don't really need imo lol , the music just stay the same so should just use consistent spacing
  5. 00:34:034 (5,1) - more angle would be nice you might get a bit of idea from 00:13:002 (5,1) - suggetion
  6. 00:40:393 (4,1) - beat is really similiar so higher spacing wouldn't be necessary here , consistent spacing should work better
  7. 00:45:611 (4,1) - higher spacing would emphasis 1 better imo
  8. 01:31:263 (3,1) - give this a bit angle and it would emphasis 1 better , try move 1 to around x472 y16
  9. 01:41:698 (4,1) - make high spacing a bit more noticeable by increase spacing more , this looks like just a spacing error more than intentionally high sapcing tbh
  10. 01:53:274 (4,1) - same

    should just try to give each spacing a bit more difference so that it can make the thing have like strong and weak feeling not just like the same or similiar feeling
[insane]
  1. 00:30:284 (5) - ctrl+g so that the spacing will be a bit higher to emphasized 5 beat just like the others to make it a bit more consistent ?
  2. 00:45:774 (6,1) - lower spacing would work better since the beat on 1 doesn't feel much strong imo , using high spacing just feel weird imo , try move 1 to around x248 y356
  3. 01:19:116 (3) - this beat feel pretty weird here , i don't hear any 1/4 beat there so this feel a bit overmapped for me , a typical 1/1 1/2 beat would be enough for this rhythm
  4. 02:02:567 (8,1) - flow is pretty awkward here the turn there doesn't feel like it would emphasis 1 nice imo , i think move 1 to around x336 y60 would make give a bit more impact to the 1 flow
[expert]
  1. 00:09:252 (5,1) - 1 beat doesn't feel so strong so not good use high spacing , should just use lower spacing , you did it right here 00:10:556 (5,1) -
  2. 00:14:306 (4,1) - similiar imo , rhythm is different but still the spacing problem still be there , maybe ctrl+g 1 would make this a bit better
  3. 00:15:611 (4,1) - same , try to make spacing correlate with the beat in the music , i know you might want to follow guitar here but 00:15:774 - is a higher pitch guitar so would it be better to change rhythm spacing to fully follow guitar if i assume right
  4. 00:30:121 (1) - the only place where downbeat is not clickable not gonna mention 00:32:730 (1) - since 1/2 is emphasized enough to use it for clickable beat but 00:30:121 (1) - is pretty obvious that white tick is the most emphaszied and it should be clickable to make the rhythm play much better and also make thing feel a bit more consistent with the others rhythm around here which make rhythm structure more solid
  5. 00:31:915 (1) - mind telling me what this nc is for ? since i don't see any difference in music so i don't think nc is necessary here
  6. 00:59:958 (2,1,2,3) - i think spacing is a bit too much for just a regular drum there , sure it change suddenly but you can just emphasis that better by doing sharp u-turn flow ( which is hardly possible in this case) instead of a sharp angle so with the current one flow i think it would better to decrease spacing a bit to make it feel a more reasonable
  7. 01:05:176 (3,1,2,3) - o now you decide to not emphasis it now which make thing pretty inconsistent now and make it play weird, should just try to emphasized 123 drum there better by doing some sharp turn angle , try move 123 to around x224 y352 ?
  8. 01:10:067 (1,2,3,1,2,3) - kinda similiar , a linear flow like this just doesn't work for this kind of rhythm imo
  9. 01:21:806 (2,1) - 1 is less emphasized now so should just decrease spacing here , try move 1 to around x273 y279 ?
  10. 02:00:611 (2,3,4,5,6) - this 1/6 is a bit unreasonable to play for me , i don't think much people can play this properly , the spacing just feel a bit too random , they don't make sense imo because player would expect this to follow the 1/6 guitar but instead the kick and snare alos involve here so that would make thing so confusing to understand here , would be better to try to fix the spacing here to make it more reasonable with the guitar beat in the music
    01:50:176 (2,3,4,5,6) - this kinda same too but less severe but better to fix it to make thing more better and consistent

    overall the pattern here feel a bit random , like each of the pattern don't belong to each other it just like you just use each pattern just because "you want it and you can" this is like a mapper trap when mapping a song tbh since this make everything feel random and when it feel random player also just gonna be like confuse about what gonna happen next since they can't catch the consistency of the map , you should try to consider thing like consistency and theme , first think about what you type of slider or pattern want to express the "section" which will be a theme of that section now next try to make the usage of pattern stay consistent and you will get a solid rhythm pattern for that section
currently the i don't feel like to icon this map yet , i would love to see some more improvement to this
the paragraph i said in there probably is like the major problem in this mapset here and not only that rhythm structure can be better too , right now i can still see some inconsistency in rhythm or unreasonable rhythm as mention in mods on some diffs here so would be bettter to try to consider that

anyway that should be all for me now , kinda semi-through check lol
good luck :)
tatemae

wajinshu wrote:

все будет хорошо
Topic Starter
wajinshu

CelsiusLK wrote:

[easy]
  1. 02:02:241 (3) - it sound pretty weird to have the spinner start right at the emphasized beat here 02:02:730 - , i think it would be better to start the spinner here instead 02:02:893 - and you can end slider here 02:02:730 - so it follow the guitar sound there nice imo
    fixed
[collab normal]
  1. 00:25:556 (4) - this appear to be a bit off for me for this rhythm here normally you don't focus on the 1/2 beat much here 00:18:545 (1,2,3,4,1,2,3,4) - where the beat 1/1 sound consistent like that but , i think it would be better to just delete 00:25:556 (4) - to make thing play more consistent no thanks
  2. 00:41:371 (5,6) - inconsistent spacing , should be 0.9x spacing but here 0,9 lol
  3. 01:03:382 (2,3) - a sudden switch here is a bit too sudden and might confuse player imo , would be better to still continue to follow the sound of 01:03:382 - which also play on 01:03:545 - so maybe try this rhythm ? sounds starts from here 01:03:708 - , So your rhythm proposal will sound strange in playing xd
  4. 01:05:502 (1,2) - similiar but this one happen in reverse but i think it still can confuse player so you can try use this rhythm instead
    SPOILER
    similiar to ^ but end sounds 01:05:665 -
  5. 01:10:719 (1,2) - same
  6. 01:26:861 (2,3) - stack to make it consistent with 01:24:252 (2,3) - , the vocal just sound so similiar so it would be better to make it play the same done
  7. 01:37:295 (2,3) - same d
  8. 01:49:524 (6) - uhh similiar to 00:25:556 (4) - you follow guitar all the way here but you suddenly switch to drum for a sec , that's make the rhythm sound not good much imo and could surprise or consfuse player what they need to follow
[advance]
  1. 00:58:817 (3) - want to follow the vocals here, shouldnt be a big problem
  2. 01:51:643 (5,6) - didnt really understand what do you mean
    also did a lot self-fixes cuz this stuff was old and bad
    thanks!!


    [hard]
    1. 00:10:393 (5,1) - this should have higher spacing to emphasis the 1 there better , so try to make this higher spacing and decrease spacing on 00:10:230 (4,5) - ?
    2. 00:13:002 (5,1) - give them a bit more angle since the current one just make it feel a bit too monotonous you don't give them much thing to indicate to change in intensity in rhythm much , try move 1 to around x280 y224
    3. 00:15:611 (5,1) - same as 00:10:393 (5,1) -
    4. 00:26:045 (3,4) - jumps here don't really need imo lol , the music just stay the same so should just use consistent spacing
    5. 00:34:034 (5,1) - more angle would be nice you might get a bit of idea from 00:13:002 (5,1) - suggetion
    6. 00:40:393 (4,1) - beat is really similiar so higher spacing wouldn't be necessary here , consistent spacing should work better
    7. 00:45:611 (4,1) - higher spacing would emphasis 1 better imo
    8. 01:31:263 (3,1) - give this a bit angle and it would emphasis 1 better , try move 1 to around x472 y16
    9. 01:41:698 (4,1) - make high spacing a bit more noticeable by increase spacing more , this looks like just a spacing error more than intentionally high sapcing tbh
    10. 01:53:274 (4,1) - same
      sorry i don't want make high spacing :<

      should just try to give each spacing a bit more difference so that it can make the thing have like strong and weak feeling not just like the same or similiar feeling
[insane]
  1. 00:30:284 (5) - ctrl+g so that the spacing will be a bit higher to emphasized 5 beat just like the others to make it a bit more consistent ? If i do ctrl g it would bad 00:30:774 (6) - Because the distance to 6 will be too large and the sound there is very weak, I prefer to leave what is
  2. 00:45:774 (6,1) - lower spacing would work better since the beat on 1 doesn't feel much strong imo , using high spacing just feel weird imo , try move 1 to around x248 y356 prefer leave what i have bcz i stack 00:45:937 (1,1) -
  3. 01:19:116 (3) - this beat feel pretty weird here , i don't hear any 1/4 beat there so this feel a bit overmapped for me , a typical 1/1 1/2 beat would be enough for this rhythm ok
  4. 02:02:567 (8,1) - flow is pretty awkward here the turn there doesn't feel like it would emphasis 1 nice imo , i think move 1 to around x336 y60 would make give a bit more impact to the 1 flow ok
currently the i don't feel like to icon this map yet , i would love to see some more improvement to this
the paragraph i said in there probably is like the major problem in this mapset here and not only that rhythm structure can be better too , right now i can still see some inconsistency in rhythm or unreasonable rhythm as mention in mods on some diffs here so would be bettter to try to consider that

anyway that should be all for me now , kinda semi-through check lol
good luck :)
we made the decision together with slayed and we remove his diff T_T
Thanks for mod ! (:
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
Please sign in to reply.

New reply