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amazarashi - Kisetsu wa Tsugitsugi Shindeiku

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midori_wah
100% Useless
01:31:719 (1) - Maybe you could turn this into a slider because the vocal is held out for a measure here.
03:07:189 (1) - ^ (Wow. A whole minute and a half with any errors seen by me. Either your map is good or I'm just really bad at modding.)
03:33:377 (6,7,1) - This seems a little hard to reach for players just getting into the 5* range. Also, the spacing used here is seen a lot throughout the map, so it is confusing.
03:50:946 (1) - Maybe make a 4 measure slider here because of the vocals being held out.
03:54:924 - You can do something like at 03:55:587 (1,2,3,1) .
04:24:095 (3) - Maybe stack this?
04:29:399 (4) - ^
05:42:327 - Maybe turn the volume at this section down since this part isn't instrumental and the vocal is really low.

Hope this helps at least once. My modding skills suck. QQ
Topic Starter
Battle
d_a

dark_assassin16 wrote:

100% Useless
01:31:719 (1) - Maybe you could turn this into a slider because the vocal is held out for a measure here. I prefer having a note here, the pause emphasizes the vocal quite nicely
03:07:189 (1) - ^ (Wow. A whole minute and a half with any errors seen by me. Either your map is good or I'm just really bad at modding.) ^ Also thanks for the semi-compliment lmao
03:33:377 (6,7,1) - This seems a little hard to reach for players just getting into the 5* range. Also, the spacing used here is seen a lot throughout the map, so it is confusing. Slight nerf to DS to make it more consistent w/ other 1/4 things like this. I don't feel like I need to nerf it too much since I don't think I used stacks during the kiai
03:50:946 (1) - Maybe make a 4 measure slider here because of the vocals being held out. Nah, I'm following a similar rhythm to Aka's map, hitsounds and some rhythms were heavily inspired by that map
03:54:924 - You can do something like at 03:55:587 (1,2,3,1) . There's no cymbal crash there, it lands on 03:54:592 - but that also has a rhythm I don't want to have mapped
04:24:095 (3) - Maybe stack this? It's like an anti-jump but not really sort of thing lol
04:29:399 (4) - ^ ^
05:42:327 - Maybe turn the volume at this section down since this part isn't instrumental and the vocal is really low.

Hope this helps at least once. My modding skills suck. QQ

Thanks for the mod!
Kinda realized I never wrote it but:
Green = Fixed
Purple = Comment
Blue = Unchanged
No comment = Fixed
Izzywing
hey

This song's pretty good

[general]

nothing lol

[Mod]

00:11:830 (6) - I feel like you can up the DS for this up to like 1.3 or something, its just like really small compared to everything else atm for no real reason.

00:27:742 (5) - You can actually blanket this with 3 if you curve it more - https://osu.ppy.sh/ss/6456372

00:40:007 (3) - NC?

00:51:443 (5) - From the way you prioritize this red tick here, I kinda expect that the one at 00:52:769 - would at least be mapped, let alone clickable.

00:55:090 - Feels a bit too strong to glance over with an extended slider. I suggest making this the tail and then having 00:55:172 - be part of a triplet.

01:01:222 (1) - This vocal feels strong enough to justify spacing it more imo. It's worth emphasizing.

01:05:034 (1) - Something like this with this shape would be cool - https://osu.ppy.sh/ss/6456449

01:05:034 (1,2) - blanket?

01:06:526 (1,2) - ctrl+j of 2 and 1 aren't perfectly parallel, rip - https://osu.ppy.sh/ss/6456443

01:11:250 - Not really any reason to skip this drum imo

01:31:719 - Unlike the other one's there isn't a finish in the music so it might be better to remove the finish for this one

01:37:189 (2,3) - Sampleset normal? tbh I'm kinda confused as to your sampleset normal pattern for the triplets, some of them have it some of them don't I can't discern a clear pattern as to why that is.

01:46:968 (3,1) - make properly parallel

02:12:742 (1) - Consider shaping this so that if you ctrl+H it, the first part is parallel with 02:13:156 (2) - (so that it looks like this - https://osu.ppy.sh/ss/6456522) I hope this makes sense lol

02:21:112 (2,3) - Move these a bit further away from the slider? Looks closer than 02:21:443 (1,2,3) - these guys are, due to the stack

02:31:719 (1,1) - blanket - https://osu.ppy.sh/ss/6456531

02:40:670 (1) - This spacing is a bit bigger than you usually use for 1/4, so I suggest reducing it. This sound isn't really much different than 02:37:686 (5,1) - for example, but the spacing is pretty different.

03:07:189 (1) - Same thing about the finish as before, it's not in the song for this one unlike the others so consider removing the hitsound

03:21:775 (1) - addition drum?
03:24:427 (1) - ^

03:28:073 (5,3) - This might sound dumb, but I don't think you should pefect stack these as it's not really what you've been doing in this map, like most patterns where there could be stacks you offset it (example: 03:12:161 (6,2) - ), I might just be overthinking this or something lol

03:53:598 (2) - Deserves a NC imo, along with 03:56:250 (3) - and 03:58:902 (3), these are much too intense to be part of the same combo as the other objects imo. And they're downbeats and all.

04:01:554 (1) - I think this finish should be a bit quieter to match how the music is going into the quieter section of the song, also the finish in the music is quieter than the finish at 04:01:222 - so it would fit in that way as well.

04:11:830 (3) - should have a lower SV than the 04:12:161 (1) - and beyond imo (well its not necessary but it would fit the music more)

I really like the lead in to the last kiai. Really well mapped.

05:18:128 (5) - Sampleset normal?

nice map, the last kiai is really fun in particular for me.

good luck!
Topic Starter
Battle
H2

Hobbes2 wrote:

hey

This song's pretty good

[general]

nothing lol

[Mod]

00:11:830 (6) - I feel like you can up the DS for this up to like 1.3 or something, its just like really small compared to everything else atm for no real reason. It's mostly for symmetry reasons, I don't feel like it's a huge issue, the entire start is pretty low ds anyways so it's not exactly noticeable

00:27:742 (5) - You can actually blanket this with 3 if you curve it more - https://osu.ppy.sh/ss/6456372 I'm cool with it only being partially blanketed

00:40:007 (3) - NC? I don't tend to NC things like this if it starts on a triplet or something, it always seems unnecessary to me

00:51:443 (5) - From the way you prioritize this red tick here, I kinda expect that the one at 00:52:769 - would at least be mapped, let alone clickable. The vocal is held and this is held lol, it just so happens the drum is here as well

00:55:090 - Feels a bit too strong to glance over with an extended slider. I suggest making this the tail and then having 00:55:172 - be part of a triplet.

01:01:222 (1) - This vocal feels strong enough to justify spacing it more imo. It's worth emphasizing.

01:05:034 (1) - Something like this with this shape would be cool - https://osu.ppy.sh/ss/6456449 I don't like that shape

01:05:034 (1,2) - blanket? It's cool where it is, either way it's not exactly noticeable that it's not blanketed, it's fairly within that range and it doesn't make a huge difference it it was, not exactly polishing since it's not exactly supposed to be a blanket lol

01:06:526 (1,2) - ctrl+j of 2 and 1 aren't perfectly parallel, rip - https://osu.ppy.sh/ss/6456443 It's current position is fine

01:11:250 - Not really any reason to skip this drum imo I don't hear anything here though

01:31:719 - Unlike the other one's there isn't a finish in the music so it might be better to remove the finish for this one It feels pretty empty without it though, especially since i made the hitsounds gradually get louder for these

01:37:189 (2,3) - Sampleset normal? tbh I'm kinda confused as to your sampleset normal pattern for the triplets, some of them have it some of them don't I can't discern a clear pattern as to why that is. mhm I kinda made the things that sound REALLY weird with hitsounds with no hitsounds, that's kinda just the reasoning behind it, if it sounds really weird I just didn't do the regular hitsounding that I did

01:46:968 (3,1) - make properly parallel

02:12:742 (1) - Consider shaping this so that if you ctrl+H it, the first part is parallel with 02:13:156 (2) - (so that it looks like this - https://osu.ppy.sh/ss/6456522) I hope this makes sense lol I don't understand this so I made it straight

02:21:112 (2,3) - Move these a bit further away from the slider? Looks closer than 02:21:443 (1,2,3) - these guys are, due to the stack 02:21:443 (1,2,3) - is literally just a mirrored thing of 02:20:780 (1,2,3) - tho lol

02:31:719 (1,1) - blanket - https://osu.ppy.sh/ss/6456531

02:40:670 (1) - This spacing is a bit bigger than you usually use for 1/4, so I suggest reducing it. This sound isn't really much different than 02:37:686 (5,1) - for example, but the spacing is pretty different.

03:07:189 (1) - Same thing about the finish as before, it's not in the song for this one unlike the others so consider removing the hitsound same thing thing

03:21:775 (1) - addition drum? same as first kiai, structured regular finish because I feel it sounds better
03:24:427 (1) - ^ ^

03:28:073 (5,3) - This might sound dumb, but I don't think you should pefect stack these as it's not really what you've been doing in this map, like most patterns where there could be stacks you offset it (example: 03:12:161 (6,2) - ), I might just be overthinking this or something lol Sure lol

03:53:598 (2) - Deserves a NC imo, along with 03:56:250 (3) - and 03:58:902 (3), these are much too intense to be part of the same combo as the other objects imo. And they're downbeats and all. feeling of unity is broken when nc'd, they are all things in like an individual like group of notes anyways, so it's fine the way it is

04:01:554 (1) - I think this finish should be a bit quieter to match how the music is going into the quieter section of the song, also the finish in the music is quieter than the finish at 04:01:222 - so it would fit in that way as well.

04:11:830 (3) - should have a lower SV than the 04:12:161 (1) - and beyond imo (well its not necessary but it would fit the music more) I feel having the winding sound be the same velocity as the others fits well, it's a winding up sound to be more energetic anyways

I really like the lead in to the last kiai. Really well mapped.

05:18:128 (5) - Sampleset normal? structured hitsoundinginging

nice map, the last kiai is really fun in particular for me.

good luck!

Thanks d
Izzywing
01:06:526 (1,2) - ctrl+j of 2 and 1 aren't perfectly parallel, rip - https://osu.ppy.sh/ss/6456443 It's current position is fine
I meant the shape not the position. ctrl+J 2 and then make it parallel with 1 (then move it back to its original position) it would improve the pattern as a whole is what I meant there. Kinda nazi so it's pretty optional

02:21:112 (2,3) - Move these a bit further away from the slider? Looks closer than 02:21:443 (1,2,3) - these guys are, due to the stack 02:21:443 (1,2,3) - is literally just a mirrored thing of 02:20:780 (1,2,3) - tho lol
yeah but since osu! stacks in the same direction if you just copy paste and mirror it wont be the same because the stack goes down and to the right by default, so the two hit circles will look closer when the slider is on the right

it makes sense in my head but idk how to explain it lol
Topic Starter
Battle
k flatter and moved 2 pixels
Winnie
Free PP
2016-11-21 00:23 Kocari: yeah
2016-11-21 00:23 Kocari: some offset issues when playing
2016-11-21 00:23 Kocari: I was getting a lot of 100s
2016-11-21 00:23 Battle: I just copied offset from aka's
2016-11-21 00:23 Battle: I'll recheck offset tho
2016-11-21 00:24 Battle: yep
2016-11-21 00:24 Battle: it was early lmao
2016-11-21 00:25 Kocari: yeah just slightly
2016-11-21 00:25 Battle: fixed
2016-11-21 00:25 Kocari: also what might throw people off
2016-11-21 00:25 Kocari: is the way you hitsound
2016-11-21 00:25 Kocari: the playing was nice
2016-11-21 00:25 Kocari: but the feedback from what it gives you seems out of place when playing
2016-11-21 00:25 Kocari: 00:51:116 (2,3,4,5,6,1) -
2016-11-21 00:26 Battle: hmm what do you mean by that?
2016-11-21 00:27 Kocari: can't really explain I'll show show you after I do it
2016-11-21 00:30 Battle: mk
2016-11-21 00:38 Kocari: almost done
2016-11-21 00:38 Battle: aight
2016-11-21 00:44 Kocari: ok
2016-11-21 00:44 Battle: I'm ready to be amazed
2016-11-21 00:44 Kocari: this is somewhat the ideal sort of hitsound situation to be played with http://puu.sh/sprdm/9cdde15d89.osz
2016-11-21 00:44 Kocari: I kept some of your ideas
2016-11-21 00:45 Kocari: Im missing some things but its the most representable to play the 3/4 without feedback problems
2016-11-21 00:45 Kocari: ignore note placement
2016-11-21 00:45 Battle: this sounds p cool
2016-11-21 00:48 Kocari: other than that the map plays well after this
2016-11-21 00:48 Kocari: especially now that offset is fixed
2016-11-21 00:48 Battle: cool
DeRandom Otaku
i ken alot
quick mod for kd farm
[General]
  1. HS with delay? drum-hitfinish.wav
  2. might be me only but -10 offset sounds much better
[Revival]
  1. A bit higher AR would be great since current one feels slow af
  2. 01:08:858 (5) - wouldnt it make more sense if this was 2 circles since 01:08:527 (4) - has vocal on head only while 01:08:858 (5) - has vocal on tail also
  3. 01:58:582 (3) - NC
  4. 03:30:074 (2,3,4,5,6,7,1) - Ok to be very honest this plays pretty awkwardly just because of that 1/2 stack at 03:30:903 (7,1) - (i choked here xd) That 1/2 stack really threw me off maybe cuz i had hidden on but still it just doesnt play very well due to that stack
  5. 03:45:986 (2,6) - Idk my eyes caught it but mayb make them perallel
  6. 04:45:986 - i know this might be intentional but that piano is really noticeable here and u should rather not ignore it
map itself is neat af
gl
Topic Starter
Battle
DRO

DeRandom Otaku wrote:

i ken alot me2
quick mod for kd farm
[General]
  1. HS with delay? drum-hitfinish.wav Hmmm, it doesn't appear to have a delay when looking at it in audacity
  2. might be me only but -10 offset sounds much better k
[Revival]
  1. A bit higher AR would be great since current one feels slow af I wanted to make something that reminded me of older mapping, the normal AR 9 with very flow-y gameplay that was enjoyable
  2. 01:08:858 (5) - wouldnt it make more sense if this was 2 circles since 01:08:527 (4) - has vocal on head only while 01:08:858 (5) - has vocal on tail also
  3. 01:58:582 (3) - NC
  4. 03:30:074 (2,3,4,5,6,7,1) - Ok to be very honest this plays pretty awkwardly just because of that 1/2 stack at 03:30:903 (7,1) - (i choked here xd) That 1/2 stack really threw me off maybe cuz i had hidden on but still it just doesnt play very well due to that stack This was definitely a mistake, was moving things iirc but never finished xd
  5. 03:45:986 (2,6) - Idk my eyes caught it but mayb make them perallel
  6. 04:45:986 - i know this might be intentional but that piano is really noticeable here and u should rather not ignore it Undermapping to go along with the cymbal here works well imo since it leaves a little bit of time where players aren't stressing anything, making the the break more impactful
map itself is neat af Thank
gl

You know what colors go to what xd
Squichu
Hellow~
Just making some suggestions!
stuff
  1. Hmmh, I read the previous reply about "older mapping", but I think slighlty higher AR would match better as well. It does feel somewhat slow for the difficulty level, not too slow, but it would help players to differntiate between different structured patterns, too. (Like 00:40:330 (4,5) - and 00:42:485 (7,1) - just as one example.)
  2. You might want to consider using a silent sliderslide for this part 01:11:822 - . It's so calm and quiet, the sliderslide sounds disturbing, imo. >:
  3. 05:07:844 - Would be nice to have a Kiai fountain here because the two parts are so different.
    -
  4. Overall I noticed some extended sliders that don't make sense to me, because you're skipping some well audible sounds that you sometimes even mapped at similar parts. I don't want to list all of them as I'm sure you had your reasons, I'd just like to ask you to take a look and make sure they match everywhere and follow some kind of consistency, there might be some slip-ups that went unnoticed so far.
    -
  5. 00:10:164 (4) - Try to avoid overlap with hp bar? It's just minor but looks so much better then. xD
  6. 00:11:490 (5,6) - Could you space them further apart? Compared with all other objects these two are pretty close, so this feels off while playing, imo.
  7. 00:12:816 (4,5) - I think it would work well to move (5) closer to (4) to further emphasize the strong sound on (4). Also, (6) is much clearer and louder than (5) but distance is smaller? (415|250 for (5) is nice, imo.)
  8. 00:14:474 (7,8,9,1) - and 00:15:800 (5,6,7,1) - might be just me, but this was extremely unintuitive. D: ..Which is not bad in general, but since the rhythm is pretty clear I think this could be better structured. You could for example unstack the previous circles and space them really close (0.9-ish?) instead, so players don't get confused as easily if (8) is spaced; example for first pattern: http://puu.sh/syftn.jpg (Imagine (1-6) as a beautiful hexagon).
    And maybe you even want to think about a different appraoch for this whole section.. I mean I get your idea and it's totally okay as is, but you could put a lot more emphasis on the new strong sounds on the white ticks and 00:14:722 (9) - by just removing the circles from the red ticks. That would simplify this a lot, but given that the sounds on the white ticks are new and much clearer that's justified. And if you start this easy here you can add another layer with each downbeat til 00:18:783 (1) - so you'd get a more intense build-up section. Up to you ofc, just a thought that crossed my mind. c:
    (I don't get why 00:17:457 (1) - is extended tho, there's a well audible sound on the red tick?)
  9. 00:20:606 (2,3,5) - No matter how often I listen to this part, I can't hear anything at all that calls for circles..well, there is something on (5), yes.. but is there anything I'm not noticing at (2,3)? Seems overmapped to me.. '^' especially since you have blank parts 00:24:584 - 00:25:910 - that are very similar, I don't understand why you've mapped (2,3).
  10. 00:24:087 (1) - and 00:25:413 (1) - 00:26:739 (1) - Shouldn't they be split up to emphasize the sounds on the red ticks?
  11. 00:27:236 (2) - Move this a few pixels closer to (1)? 00:22:761 (1,2,3) - worked slightly better cause of the different spacing.
  12. 00:28:562 (2) - similar to ^; but could as well be removed so 00:28:728 (3,4,5,6,1) - have more impact. o:
  13. 00:39:833 (1,2) - Feels a bit weird (to me at least) to start again on this "random" sound, but up to you. I think it's better to start on (3), but is fine as is ofc. uvu
  14. 00:40:993 (6,7) - You might want to turn them into a slider to emphasize the vocals better.. you've been emphasizing them with the previous objects so it feels weird to end so abruptly with (6), especially since (7) isn't such a dominant sound and you do the same here 00:43:645 (4) - anyway.
  15. 00:50:524 (7) - Is this one necessary? Sounds to me like two completely separate parts since the first one is instruments only and second one has vocals. Also, you could emphasize (6) and (1) much better if you removed this, imo. '^'
  16. 01:02:374 (1) - Split up to make 01:02:706 - clickable? Feels better rhythm-wise, imo, cause of the break in instruments/vocals. Same for 01:05:026 (1) -
  17. 01:06:187 (5,6,7,8) - Are you sure about this? The short stream doesn't really go well with the vocals starting on (7).. and I can't hear anything that needs to be mapped like this at all.
  18. 01:11:490 (6,1) - Aah, I like how the pace changes here, but you might want to unstack them to match the melody better? I mean after (6) there's no silence or anything that ends abruptly, the melody changes softly so while playing it feels off to stay at one place for so long and wait for the slider.. it would be more interesting and fitting if you moved (1) a bit, doesn't have to be much, 280|345 would work fine.
  19. 01:18:452 (3) - This one's pretty surprising. There's a well audible sound on the white tick and a new syllabel.. You've also mapped the similar rhythm previously with slider + circle (01:15:137 (2,3) - ), so why do you skip this suddenly? .. Then again, you continue with the 1/1 rhythm afterwards until 01:22:264 (6) - .. you might want to remove 01:15:634 (3,5) - and shorten 01:18:452 (3) - to 1/2 if you want to keep this simplified or add more 1/2s similar to 01:15:634 (3,5) - if you want to keep a faster pace.
  20. 01:30:385 (1,2,1,2,1,2,1,2,1) - compared with 01:32:374 (2,3,4,5) - feels odd somehow. I mean the first one is louder and builds-up towards 01:31:711 - , so increasing the spacing is fine, but the second part is even more exciting and has a much faster pace so I don't get why the spacing is so low for the second part.. feels extremely disproportional.. since the red ticks for the first part aren't that strong you could remove them to improve on relativeness(?), but that might turn out a bit too underwhelming. :/ You could also replace them with sliders and keep the spacing, sliders would make this much easier but you'd still have everything emphasized nicely.. or maybe you could try following vocals more closely? http://puu.sh/syiUz.jpg
  21. 01:33:037 - whole Kiai part - Tbh I don't like it too much, it feels way too overmapped to me. s: I mean it's your decision how you want to map this and there are a lot of things that work well, like 01:37:678 (5,6,7,8) - for example. There's nothing in the song there that changes so much, but the drum hitsounds add something interesting > more variety and it's also very nice to play. However, there are a lot of objects (eg 01:33:866 (4,5,6) - 01:35:606 (6) - or 01:53:175 (2) - ) that.. well, are just there without a good reason (at least I can't find any). And there are extended sliders like 01:43:645 (1,2,3,4) - which could be fine, but it feels so weird if the same rhythm here 01:46:297 (1,2,3,4) - is mapped completely different (imo works much better, but just personal preferance). Hm.
  22. 01:45:468 (1) - What's this NC for? o: same wuestion for 03:20:938 (1) - ofc
  23. 02:14:805 (5,6,7,8) - missing hitsounds?
  24. 02:27:402 (1,2,3,4) - This feels pretty random. Is there any good reason to place them like this? Since 02:26:076 (1,2,3,4) - is basically the same I'd expect the second pattern to have a different rhythm if I see them spaced differently like that. :c
  25. 02:32:043 (4) - Pretty random, too, as it's the only 1/1 slider here.. and it doesn't really match the vocals that well cause of the new word or syllabel on the current sliderend.. split this up?
  26. 02:41:490 (5,6,7) - Increasing the spacing so much feels a little off, imo. Beat isn't really strong, no vocals.. move them closer?
  27. 02:49:280 (3,4,5,6) - Uhm, similar to 02:27:402 (1,2,3,4) -.
  28. 03:05:855 (1,2,1,2,1,2,1,2,1,2,3,4,5,6,7) - similar to the other one.. but here it feels more disproportional because all objects are spaced. :c If you want to keep it as-is, please at least refine the spacing of the circles for the first pattern.. most times the distance to (2)s is much higher than the one to (1)s, so they have much more emphasis while they're a lot weaker.
  29. 03:29:059 (1,1) - Why NCs here?
  30. 04:18:617 - This blank space feels rather awkward since it's the only one in the whole section.. why don't you turn 04:18:120 (3) - into two sliders? Plays better imo.
  31. 04:19:778 (4) - Use two circles instead to have the sound on 04:19:943 - clickable?
  32. 04:25:910 (2,3) - Consider unstacking them to emphasize the strong sound on (3) better? Feels weird that players don't have to move at all.. (3) should have more impact. Same for 04:31:214 (2,3) -
  33. 04:33:037 (5,1) - Similar to ^; players have to stay at one place for far too long, imo. >:
  34. 04:45:800 (3) - Shouldn't this start on the white tick? Doesn't make sense to skip the strong sound there.
  35. 04:51:932 - to 04:56:408 - This part feels slightly off because of the little blank gaps.. some suggestions if you're willing to change some things:
    04:52:595 - feels pretty weird because the vocals start there. And because (2) starts on nothing and ends on one of the strongest sounds. Try http://puu.sh/sykWH.jpg maybe?
    04:53:756 - feels weird because of the held vocals, so consider turning 04:53:590 (2) - into a slider?
    04:54:916 - is similar, you could try http://puu.sh/syl3h.jpg ?
    04:56:242 - also similar, 04:55:910 (4) - would work as 1/1 as well. (4) is also missing NC
  36. 05:03:203 (3) - Consider splitting this to have the sliderend clickable.. it's not only a very strong beat but also loud vocals.
  37. 05:29:722 (3,4,5,6) - Similar to 02:27:402 (1,2,3,4) -.
  38. 05:35:689 (1,2) - Any reason for adding sliders in this fast paced part with otherwise only circles and 1/2s when there even are a pretty strong sounds on all white ticks? D: I don't get this. '_'
  39. 05:42:319 (1,2) - Consider unstacking them, same reasoning as 01:11:490 (6,1) -.
I like the design, but I can't pass this, so that's all from me. Good luck!
Topic Starter
Battle
S

Squichu wrote:

Hellow~
Just making some suggestions!
stuff
  1. Hmmh, I read the previous reply about "older mapping", but I think slighlty higher AR would match better as well. It does feel somewhat slow for the difficulty level, not too slow, but it would help players to differntiate between different structured patterns, too. (Like 00:40:330 (4,5) - and 00:42:485 (7,1) - just as one example.) I don't know really, I don't really know when something below AR 9.3 or something fell out of favor, but it's very much still viable imo, I feel it's easy enough to differentiate when there's a 1/4 slider into another thing, players know by now, especially with the newer meta on how those play. The overlap pointed out is very easy to see that it's a 3/4 into a 1/2 slider, and the only case that breaks that is when the 3/4 slider into a 1/2 slider is on a downbeat. Aside form that I feel that's it's perfectly fine in terms of readability, I just don't see why the AR needs to change when most of the visuals were based off this current AR
  2. You might want to consider using a silent sliderslide for this part 01:11:822 - . It's so calm and quiet, the sliderslide sounds disturbing, imo. >: mmm I don't really hear the slider slides during this section, it may be different for the default skin, but if you're looking at things realistically, no one who is capable of playing this would be using the default skin since most people switch to different skins that increase visibility by the time they're around the rank to play this
  3. 05:07:844 - Would be nice to have a Kiai fountain here because the two parts are so different.
    -
  4. Overall I noticed some extended sliders that don't make sense to me, because you're skipping some well audible sounds that you sometimes even mapped at similar parts. I don't want to list all of them as I'm sure you had your reasons, I'd just like to ask you to take a look and make sure they match everywhere and follow some kind of consistency, there might be some slip-ups that went unnoticed so far. Well I check around and still couldn't really find where it was inconsistent, the 3/4 sliders are mostly mapped for variation, and even though there was audible sounds skipped, I don't really hear them after going through the map four or five times, it's probably because I am hard of hearing, but since I can't hear where there are sounds being skipped I feel it's fine. The extended sliders are a way of having a variety in the rhythm without completely changing the way plays click things, it's just being clicked in a different way
    -
  5. 00:10:164 (4) - Try to avoid overlap with hp bar? It's just minor but looks so much better then. xD
  6. 00:11:490 (5,6) - Could you space them further apart? Compared with all other objects these two are pretty close, so this feels off while playing, imo.
  7. 00:12:816 (4,5) - I think it would work well to move (5) closer to (4) to further emphasize the strong sound on (4). Also, (6) is much clearer and louder than (5) but distance is smaller? (415|250 for (5) is nice, imo.) I slightly moved it but not by a whole lot, that's why I'm keep thing as a blue thing instead of green, I made it visually even in spacing. The note might be more noticeable yes, but it's the same repetitive rhythm that just keeps going on in the piano, there's no reason to keep emphasizing it and it's not really emphasized in the beginning with the way it's mapped for the most part anyways
  8. 00:14:474 (7,8,9,1) - and 00:15:800 (5,6,7,1) - might be just me, but this was extremely unintuitive. D: ..Which is not bad in general, but since the rhythm is pretty clear I think this could be better structured. You could for example unstack the previous circles and space them really close (0.9-ish?) instead, so players don't get confused as easily if (8) is spaced; example for first pattern: http://puu.sh/syftn.jpg (Imagine (1-6) as a beautiful hexagon). Hmmm I don't really see how players could get confused with this tbh, so this section here utilizes stacked right? So in order to give indication that there's going to by something changing in the rhyth, you can notice that in the first timestamp, 7 is not stacked with anything and instead it's a continous movement for 6,7,8. The same can be said in the next timestamp highlighted with 4,5,6 having continuous movement to indicate the change in rhythm. It's structured in a way that makes sense with the way it is, I don't feel like it should change into something else since from the many testplays I've gathered, it has not been an issue for any of the testplays
    And maybe you even want to think about a different appraoch for this whole section.. I mean I get your idea and it's totally okay as is, but you could put a lot more emphasis on the new strong sounds on the white ticks and 00:14:722 (9) - by just removing the circles from the red ticks. That would simplify this a lot, but given that the sounds on the white ticks are new and much clearer that's justified. And if you start this easy here you can add another layer with each downbeat til 00:18:783 (1) - so you'd get a more intense build-up section. Up to you ofc, just a thought that crossed my mind. c: Mhm yeah that's a possibility, making the downbeats more emphasized, but then again, at this starting section it's pretty calm, having relatively simplistic spacing for the rhythms in this section works best, I don't exactly want to emphasize the downbeats since it's still a pretty calm section. For the intensity portion of it, I feel that 00:17:457 (1,2,3,4,5,6,7,8,9,1) - does a well enough job of transitioning the pretty small spacing into something more intense, since most of the transition in terms of intensity happens in that specific measure, keeping things the way that they are is fine imo, since making the other downbeats build up would take away from the sudden spike in intensity that makes the player feel like "oh the music really picks up here"
    (I don't get why 00:17:457 (1) - is extended tho, there's a well audible sound on the red tick?) Yeah but it's pretty quiet, this prioritizes that loud sound that happened on the downbeat, it's focusing on the most intense rhythms to contribute to the intensity of the measure
  9. 00:20:606 (2,3,5) - No matter how often I listen to this part, I can't hear anything at all that calls for circles..well, there is something on (5), yes.. but is there anything I'm not noticing at (2,3)? Seems overmapped to me.. '^' especially since you have blank parts 00:24:584 - 00:25:910 - that are very similar, I don't understand why you've mapped (2,3). I'm sure I've stated this somewhere before, but honestly a bunch of the rhythms in this map do not exist, they're hitsounded to be like that. I'm not sure exactly how the community would react to this, but I feel like all the hitsounding is well executed and placed where it would make sense, if the rhythm were there. There's a slight drop in intensity that accounts for the drop in rhythm in the places you highlighted, but that's just my reasoning behind things, a lot of things in this map were inspired by Aka's map, with it's choice of rhythms (with me adding my own variations on them) and ESPECIALLY the way this is hitsounded
  10. 00:24:087 (1) - and 00:25:413 (1) - 00:26:739 (1) - Shouldn't they be split up to emphasize the sounds on the red ticks? Hmm? I can't really hear a whole lot on the red ticks?
  11. 00:27:236 (2) - Move this a few pixels closer to (1)? 00:22:761 (1,2,3) - worked slightly better cause of the different spacing.
  12. 00:28:562 (2) - similar to ^; but could as well be removed so 00:28:728 (3,4,5,6,1) - have more impact. o: I decided to keep 2 but moved it slightly closer to 1 since I wanted there to be an increase in spacing that occurs here that goes with the rising intensity
  13. 00:39:833 (1,2) - Feels a bit weird (to me at least) to start again on this "random" sound, but up to you. I think it's better to start on (3), but is fine as is ofc. uvu Unlike some of the other rhythms that were hitsounded, this rhythm actually exists in the music www I feel it's nice to have since it helps pick things back up after the break
  14. 00:40:993 (6,7) - You might want to turn them into a slider to emphasize the vocals better.. you've been emphasizing them with the previous objects so it feels weird to end so abruptly with (6), especially since (7) isn't such a dominant sound and you do the same here 00:43:645 (4) - anyway.
  15. 00:50:524 (7) - Is this one necessary? Sounds to me like two completely separate parts since the first one is instruments only and second one has vocals. Also, you could emphasize (6) and (1) much better if you removed this, imo. '^' mmm the vocal here kinda just makes like, idk how you would technically call it but it's saying syllables during the 1/4, to account for this kinda slur in the music, I just combined the transition from the drum to the vocal with a 1/4 circle, it serves as a nice transition for the way the music kinda picks up here as well so I feel it's pretty fitting
  16. 01:02:374 (1) - Split up to make 01:02:706 - clickable? Feels better rhythm-wise, imo, cause of the break in instruments/vocals. Same for 01:05:026 (1) - I don't really feel like that beat should be clickable since there's no like, drum or anything on there, there's a beat there yeah, but I don't feel those beats on the red ticks are strong enough to be clicked
  17. 01:06:187 (5,6,7,8) - Are you sure about this? The short stream doesn't really go well with the vocals starting on (7).. and I can't hear anything that needs to be mapped like this at all. Fine, I dislike removing it but the only thing that was overdone was one blue tick, since the other blue had vocals on it that were transitioning to the downbeat, if I feel it's necessary I'll revert this
  18. 01:11:490 (6,1) - Aah, I like how the pace changes here, but you might want to unstack them to match the melody better? I mean after (6) there's no silence or anything that ends abruptly, the melody changes softly so while playing it feels off to stay at one place for so long and wait for the slider.. it would be more interesting and fitting if you moved (1) a bit, doesn't have to be much, 280|345 would work fine. I feel like the pause is very fitting for the way the music is, like you said there may not be exact silence in between these two notes however, there is a very noticeable change in the pace of the music like you said, having that very brief pause really accents that imo
  19. 01:18:452 (3) - This one's pretty surprising. There's a well audible sound on the white tick and a new syllabel.. You've also mapped the similar rhythm previously with slider + circle (01:15:137 (2,3) - ), so why do you skip this suddenly? .. Then again, you continue with the 1/1 rhythm afterwards until 01:22:264 (6) - .. you might want to remove 01:15:634 (3,5) - and shorten 01:18:452 (3) - to 1/2 if you want to keep this simplified or add more 1/2s similar to 01:15:634 (3,5) - if you want to keep a faster pace. It actually all goes by the vocals, the one that was surprising that was on a white tick, it doesn't land on a white tick. The word "kage" breaks up into two syllables, "ka" which is clicked on the downbeat, and "ge" which is what the slider ends on. What the slider DOES go over though is whatever instrument in the background, but since I'm following the vocals here it doesn't matter really. For 01:15:137 (2,3,4,5,6) - you can notice that this specifically has a lot more vocals than all the other places, which accounts for the denser rhythm here
  20. 01:30:385 (1,2,1,2,1,2,1,2,1) - compared with 01:32:374 (2,3,4,5) - feels odd somehow. I mean the first one is louder and builds-up towards 01:31:711 - , so increasing the spacing is fine, but the second part is even more exciting and has a much faster pace so I don't get why the spacing is so low for the second part.. feels extremely disproportional.. since the red ticks for the first part aren't that strong you could remove them to improve on relativeness(?), but that might turn out a bit too underwhelming. :/ You could also replace them with sliders and keep the spacing, sliders would make this much easier but you'd still have everything emphasized nicely.. or maybe you could try following vocals more closely? http://puu.sh/syiUz.jpg Sharper and more spaced
  21. 01:33:037 - whole Kiai part - Tbh I don't like it too much, it feels way too overmapped to me. s: I mean it's your decision how you want to map this and there are a lot of things that work well, like 01:37:678 (5,6,7,8) - for example. There's nothing in the song there that changes so much, but the drum hitsounds add something interesting > more variety and it's also very nice to play. However, there are a lot of objects (eg 01:33:866 (4,5,6) - 01:35:606 (6) - or 01:53:175 (2) - ) that.. well, are just there without a good reason (at least I can't find any). And there are extended sliders like 01:43:645 (1,2,3,4) - which could be fine, but it feels so weird if the same rhythm here 01:46:297 (1,2,3,4) - is mapped completely different (imo works much better, but just personal preferance). Hm. Removed rhythms I felt were hitsounded a bit more poorly than the others/ didn't feel like they made as much of an impact as I would have liked For the extended slider thing, I mapped that differently since they are different pitches, why map something different the same way as something else right?
  22. 01:45:468 (1) - What's this NC for? o: same wuestion for 03:20:938 (1) - ofc Visuals tbh, it makes the whole pattern a LOT more readable and a lot more nicer
  23. 02:14:805 (5,6,7,8) - missing hitsounds? I hitsounded the exits to the kiai differently than the middle kiai transition, the middle kiai transitions are due to the music increasing in intensity, however it would be weird to have hitsounding as if the rhythm was picking up when it was going back to normal
  24. 02:27:402 (1,2,3,4) - This feels pretty random. Is there any good reason to place them like this? Since 02:26:076 (1,2,3,4) - is basically the same I'd expect the second pattern to have a different rhythm if I see them spaced differently like that. :c consistent now
  25. 02:32:043 (4) - Pretty random, too, as it's the only 1/1 slider here.. and it doesn't really match the vocals that well cause of the new word or syllabel on the current sliderend.. split this up? I feel that it goes along with the vocal, there's not really an explicit vocal on the red tick and it ends on the end of the vocal from what I think so idk I feel it's fine
  26. 02:41:490 (5,6,7) - Increasing the spacing so much feels a little off, imo. Beat isn't really strong, no vocals.. move them closer?
  27. 02:49:280 (3,4,5,6) - Uhm, similar to 02:27:402 (1,2,3,4) -. I made them more consistent like I said, so this isn't as weird
  28. 03:05:855 (1,2,1,2,1,2,1,2,1,2,3,4,5,6,7) - similar to the other one.. but here it feels more disproportional because all objects are spaced. :c If you want to keep it as-is, please at least refine the spacing of the circles for the first pattern.. most times the distance to (2)s is much higher than the one to (1)s, so they have much more emphasis while they're a lot weaker.
  29. 03:29:059 (1,1) - Why NCs here?
  30. 04:18:617 - This blank space feels rather awkward since it's the only one in the whole section.. why don't you turn 04:18:120 (3) - into two sliders? Plays better imo. I don't really feel like it's awkward despite being the only one in the section, the section is rather calm, so the pause isn't exactly noticeable, since the motion required and the time people are spent waiting doesn't feel like they randomly just have to stop
  31. 04:19:778 (4) - Use two circles instead to have the sound on 04:19:943 - clickable?
  32. 04:25:910 (2,3) - Consider unstacking them to emphasize the strong sound on (3) better? Feels weird that players don't have to move at all.. (3) should have more impact. Same for 04:31:214 (2,3) - I don't feel like every single sound should be necessarily emphasized, this once again is a calm section meant for mostly immersion, having everything as jumps is too unnecessary imo
  33. 04:33:037 (5,1) - Similar to ^; players have to stay at one place for far too long, imo. >: Pauses are nice though
  34. 04:45:800 (3) - Shouldn't this start on the white tick? Doesn't make sense to skip the strong sound there. Focused on the sound on the red tick, hitsounding makes the cymbals emphasized and this is a held one
  35. 04:51:932 - to 04:56:408 - This part feels slightly off because of the little blank gaps.. some suggestions if you're willing to change some things:
    04:52:595 - feels pretty weird because the vocals start there. And because (2) starts on nothing and ends on one of the strongest sounds. Try http://puu.sh/sykWH.jpg maybe?
    04:53:756 - feels weird because of the held vocals, so consider turning 04:53:590 (2) - into a slider?
    04:54:916 - is similar, you could try http://puu.sh/syl3h.jpg ?
    04:56:242 - also similar, 04:55:910 (4) - would work as 1/1 as well. (4) is also missing NC Fixed NC Everything else denied though, this section is special, it'd honestly not make me happy at all to just map it without the pauses, how often does the music actually do something like this? Not often at all, why should I have to make it as dense as everything else, no point in making something more dense to make it like other sections when if something is different, it should be mapped different
  36. 05:03:203 (3) - Consider splitting this to have the sliderend clickable.. it's not only a very strong beat but also loud vocals.
  37. 05:29:722 (3,4,5,6) - Similar to 02:27:402 (1,2,3,4) -. d
  38. 05:35:689 (1,2) - Any reason for adding sliders in this fast paced part with otherwise only circles and 1/2s when there even are a pretty strong sounds on all white ticks? D: I don't get this. '_' Bass
  39. 05:42:319 (1,2) - Consider unstacking them, same reasoning as 01:11:490 (6,1) -. Stacks are nice
I like the design, but I can't pass this, so that's all from me. Good luck!

ty
Seijiro
5 mod project

General


  1. it would be safer to rename the bg file into something without numbers (at least don't make it start with one, it creates some bugs apparently)

________________



Revival


  1. 00:08:175 - 00:13:479 - this part is really peculiar, it uses a nice piano rhythm but your patterns are the same as any other part of the song where drums are the main dish of the map :/
  2. 00:28:728 (3,4,5,6,1) - minor stuff. I f you increase spacing on 3 and reduce spacing on 4 (and all the consecutive circles) you put a lot more emphasis on 3, which is the strongest note in this part of the song. Example (yeah, making a star shaped pattern would be cool too)
  3. 00:47:955 (1,2) - the way you use these sliders on vocals I get the feeling that making 00:48:949 (6,7) - into a slider too would be cool to keep that concept
  4. 01:10:164 (6,1) - really personal and really minor: that overlap is a bit meh, so maybe move 1 a bit to the left so it's less covered
  5. 01:32:374 (2,3,4,5) - pattern option: considering the upwards scale of the violins it would be cool to use a square pattern going ccw, like this. Maybe it's not really your style tho, dunno // 03:07:678 (2,3,4,5,6,7) - same for consistency
  6. 01:57:568 (3) - what about trying to match your hitsounding a little better here: if you convert it into circles like this it feels more like playing faithfully the drum :p
  7. 02:47:292 - I was expecting a little SV decrease here, to match the overall emphasis of the song :/
  8. 02:54:916 (4,5) - this spacing is awfully short compared to the rest. Maybe stack 5 under 02:54:584 (3) - 's tail
  9. 03:03:203 - you have a nice build up from here on, but you chose to ignore it D: I'm referring more specifically to 03:03:866 (3,4,5,6) - , where the spacing changes a lot, even tho it's the build up :/
  10. 03:30:634 (5) - if you delete this one you create a better contrast with 03:30:883 (7,8,1) - and 03:30:303 (3,4) - , which are drum oriented (your hitsounding says so too). If you map this ghost triplet everything will look the same, so those real triplets kind of fade out in the whole map
  11. 03:51:021 - 03:52:264 - spinner?
  12. 03:52:927 (1,2) - again personal probably, but considering the SV and the spacing here, I would place 2 at around x288 y125 for a better emphasis
  13. 03:55:579 (1,2,3) - same thing with the other patterns including a beat like 03:56:242 (3) - , which is stronger than the other beats
  14. 04:00:220 (1,2,3,4,5,6,7,8,1) - I really feel like this part is way too spaced and intense for such a calm song. At least try to cover it up by using less spacing lol. I don't even hear such beats and you place them on equal footing with 03:36:352 (1,2,3,4,5,6) - spacing-wise (just an example, I took it from kiai time to make it more obvious)
  15. 04:24:087 (3,4,5,6) - at least go with a constant DS lol
  16. 05:39:667 - this seems like an important point where things should be changing, but patterns are totally the same...

________________



Overall the map is good, but I get the feeling of playing the same patterns over and over, even across different parts of the song.
Take 01:39:004 (3,4,5,6,1,2,3) - . It's like I see that sort of movement everywhere on the map, regardless of the song changing :/
Shurelia
p/5722451
g
i don't like tokyo ghoul tbh

[GeneraL]
  1. since you're someone that have quite exp , So I won't try to check yer metadata for now. (unless you asked for it)
  2. the current drum-finish is uuhhh. has mucho mucho unneeded sounds in the end. Also it triggers an app that this thing has >5ms delay


[Diff]
  1. 00:11:822 (6) - should CTRL + G this so 00:12:153 (1) - can have better emphasis like what you did on 00:10:827 (1) -
  2. 00:14:640 (8,9,1) - sudden triplet at here is kinda unexpected cause player was enjoying the duplet that you did at 00:13:479 (1,2,3,4,5,6,7) - , probably just make it looks more different.
  3. 00:15:966 (6,7,1) - same thing
  4. 00:23:921 (6,1) - idk but this movement is kinda awkward for me since it's a 1/4 long jump and you want to emphasis thing but I think this one is kinda wrong imo. Try something like : https://shurelia.s-ul.eu/7p2PUoXR
  5. 00:52:595 (4) - make this slider looks same with the previous one? since I don't know what's with the sudden change if you try to follow the guitar's sound around here
  6. 01:16:297 (5,6) - would be better if these plays similar like 01:15:634 (3,4) - by adding a bit jump from 5>6
  7. 02:56:242 (4,1,2) - this sounds really forced for me. something like : https://shurelia.s-ul.eu/pjzihpMI would work much better imo
  8. 04:36:518 - uuhh, I really want to click something at here since the vocal is just too strong to not to be clicked. https://shurelia.s-ul.eu/ZVhfPl2J

short stuff , Good luck.
Topic Starter
Battle
MS

MrSergio wrote:

5 mod project

General


  1. it would be safer to rename the bg file into something without numbers (at least don't make it start with one, it creates some bugs apparently)

________________



Revival


  1. 00:08:175 - 00:13:479 - this part is really peculiar, it uses a nice piano rhythm but your patterns are the same as any other part of the song where drums are the main dish of the map :/
  2. 00:28:728 (3,4,5,6,1) - minor stuff. I f you increase spacing on 3 and reduce spacing on 4 (and all the consecutive circles) you put a lot more emphasis on 3, which is the strongest note in this part of the song. Example (yeah, making a star shaped pattern would be cool too)
  3. 00:47:955 (1,2) - the way you use these sliders on vocals I get the feeling that making 00:48:949 (6,7) - into a slider too would be cool to keep that concept
  4. 01:10:164 (6,1) - really personal and really minor: that overlap is a bit meh, so maybe move 1 a bit to the left so it's less covered
  5. 01:32:374 (2,3,4,5) - pattern option: considering the upwards scale of the violins it would be cool to use a square pattern going ccw, like this. Maybe it's not really your style tho, dunno // 03:07:678 (2,3,4,5,6,7) - same for consistency
  6. 01:57:568 (3) - what about trying to match your hitsounding a little better here: if you convert it into circles like this it feels more like playing faithfully the drum :p
  7. 02:47:292 - I was expecting a little SV decrease here, to match the overall emphasis of the song :/
  8. 02:54:916 (4,5) - this spacing is awfully short compared to the rest. Maybe stack 5 under 02:54:584 (3) - 's tail bigger spacing
  9. 03:03:203 - you have a nice build up from here on, but you chose to ignore it D: I'm referring more specifically to 03:03:866 (3,4,5,6) - , where the spacing changes a lot, even tho it's the build up :/
  10. 03:30:634 (5) - if you delete this one you create a better contrast with 03:30:883 (7,8,1) - and 03:30:303 (3,4) - , which are drum oriented (your hitsounding says so too). If you map this ghost triplet everything will look the same, so those real triplets kind of fade out in the whole map
  11. 03:51:021 - 03:52:264 - spinner? I like emphasis the no notes creates for this part
  12. 03:52:927 (1,2) - again personal probably, but considering the SV and the spacing here, I would place 2 at around x288 y125 for a better emphasis I like having it relatively small for this part since the song is calm
  13. 03:55:579 (1,2,3) - same thing with the other patterns including a beat like 03:56:242 (3) - , which is stronger than the other beats Yeah I know that the cymbals are stronger beats, but I'm prioritizing unity of beats around the same area rather than emphasis here since the piano(?) sound here comes in 3s and also it's a calm part soo ye
  14. 04:00:220 (1,2,3,4,5,6,7,8,1) - I really feel like this part is way too spaced and intense for such a calm song. At least try to cover it up by using less spacing lol. I don't even hear such beats and you place them on equal footing with 03:36:352 (1,2,3,4,5,6) - spacing-wise (just an example, I took it from kiai time to make it more obvious)
  15. 04:24:087 (3,4,5,6) - at least go with a constant DS lol
  16. 05:39:667 - this seems like an important point where things should be changing, but patterns are totally the same...

________________



Overall the map is good, but I get the feeling of playing the same patterns over and over, even across different parts of the song.
Take 01:39:004 (3,4,5,6,1,2,3) - . It's like I see that sort of movement everywhere on the map, regardless of the song changing :/

S

Shurelia wrote:

https://osu.ppy.sh/forum/p/5722451
g
i don't like tokyo ghoul tbh

[GeneraL]
  1. since you're someone that have quite exp , So I won't try to check yer metadata for now. (unless you asked for it)
  2. the current drum-finish is uuhhh. has mucho mucho unneeded sounds in the end. Also it triggers an app that this thing has >5ms delay


[Diff]
  1. 00:11:822 (6) - should CTRL + G this so 00:12:153 (1) - can have better emphasis like what you did on 00:10:827 (1) - Lot of stuff was moved during sergio's mod so ye
  2. 00:14:640 (8,9,1) - sudden triplet at here is kinda unexpected cause player was enjoying the duplet that you did at 00:13:479 (1,2,3,4,5,6,7) - , probably just make it looks more different. I think it should be fairly readable due to how different the approach circles look in-game
  3. 00:15:966 (6,7,1) - same thing ^
  4. 00:23:921 (6,1) - idk but this movement is kinda awkward for me since it's a 1/4 long jump and you want to emphasis thing but I think this one is kinda wrong imo. Try something like : https://shurelia.s-ul.eu/7p2PUoXR I moved it up a bit, I didn't really like them being paralel like that since it creates a kinda ugly pattern with the follow points and the movement from 5 -> 6 would be meh
  5. 00:52:595 (4) - make this slider looks same with the previous one? since I don't know what's with the sudden change if you try to follow the guitar's sound around here Well, it really doesn't affect anything, it's just an aesthetic thing to make things look like they have variety
  6. 01:16:297 (5,6) - would be better if these plays similar like 01:15:634 (3,4) - by adding a bit jump from 5>6 mm I'll keep it since they're part of the same word here
  7. 02:56:242 (4,1,2) - this sounds really forced for me. something like : https://shurelia.s-ul.eu/pjzihpMI would work much better imo I like the current rhythm since it stresses the beat on the downbeat here, and with the current hitsounding, it's basically juts prioritizing the stuff on the downbeate
  8. 04:36:518 - uuhh, I really want to click something at here since the vocal is just too strong to not to be clicked. https://shurelia.s-ul.eu/ZVhfPl2J
did sth

short stuff , Good luck.
Kalibe
aka background :thinking:
Topic Starter
Battle
k she already used the rule of thirds on the original photo plus my cropping was being awful on the original photo anyways so I might as well use hers xd
Mafumafu
[General]
meta ok?
drum-hitfinish.wav seems >5ms delay?
For the first part please use another custom hitsound set which contains a silenced sliderslide too.
tbh a yaoi bg would be awesome

[Revival]
00:24:584 00:25:910 Seems missing a note for these places.
00:26:408 (4,1) - Blanket plays better here imo. Also since the intro is not very intense, 1/4 should be kept in regular spacing. https://osu.ppy.sh/ss/8531883
00:27:982 (6,1) - Keep regular spacing as well.
00:28:728 (3,4) - I think this is excessive large, comparing it with 00:28:728 (3,4,5,6,1) - .
00:28:728 (3,4,5,6,1) - Not a perfect pentagon huh
01:37:015 (1,2,3) - https://osu.ppy.sh/ss/8531863
02:56:242 (4,2) - Blanket
03:00:468 - Should map this 1/4 out.
03:35:689 (4,5) - Flow here is not quite satisfying. (90 degree)
03:40:330 (1) - 3/4? Or the gap between 1 and 2 really looks like 1/4
03:50:275 (4,5,6,7,1) - Pentagon!
03:51:021 - spinner or add a break otherwise there will be HP drain. You need add more breaks between those pattern groups so it wont be too deadly when HR is enable.
04:45:800 (3) - This sounds weird because the piano sounds are ignored D:
05:35:689 (1,2) - It's weird to have two 1/1 in a row because the rhythms are almost 1/2 for the entire section.

cum me back
Topic Starter
Battle
R

Regraz wrote:

[General]
meta ok? Ya http://www.amazarashi.com/kisetsu/
drum-hitfinish.wav seems >5ms delay? Should be fine I think?
For the first part please use another custom hitsound set which contains a silenced sliderslide too. okdad
tbh a yaoi bg would be awesome PLS

[Revival]
00:24:584 00:25:910 Seems missing a note for these places. Ah, I kinda did this because I was following some of Aka's rhythms at the start since my map was inspired by her map before adding a little of my own variety at the time
00:26:408 (4,1) - Blanket plays better here imo. Also since the intro is not very intense, 1/4 should be kept in regular spacing. https://osu.ppy.sh/ss/8531883
00:27:982 (6,1) - Keep regular spacing as well.
00:28:728 (3,4) - I think this is excessive large, comparing it with 00:28:728 (3,4,5,6,1) - . I think you meant 2,3 yeah? I nerfed it down a little, 3,4,5,6,1 is mostly trying to convey the fact that they're all similar as they build up toward the vocal start
00:28:728 (3,4,5,6,1) - Not a perfect pentagon huh polygon creator now lol
01:37:015 (1,2,3) - https://osu.ppy.sh/ss/8531863 I don't really think 2 should have huge spacing since it's a rather lackluster note intensity-wise
02:56:242 (4,2) - Blanket
03:00:468 - Should map this 1/4 out.
03:35:689 (4,5) - Flow here is not quite satisfying. (90 degree)
03:40:330 (1) - 3/4? Or the gap between 1 and 2 really looks like 1/4 Little bit more space between 1,2
03:50:275 (4,5,6,7,1) - Pentagon!
03:51:021 - spinner or add a break otherwise there will be HP drain. You need add more breaks between those pattern groups so it wont be too deadly when HR is enable. I've had a few testplays with HR so I think it should be fine, the effect of waiting and feeling the different change in the music is really nice from a casual perspective, and it doesn't really seem to much for HR
04:45:800 (3) - This sounds weird because the piano sounds are ignored D: Hm, I switched over to following the bass here, the undermapping helps set an expectation for the upcoming break since people will notice that it's less rhythmically dense as well as being a change from what they've been following. I think it helps give a player a heads up since changes within a map usually indicate future changes in the music
05:35:689 (1,2) - It's weird to have two 1/1 in a row because the rhythms are almost 1/2 for the entire section. I think it's kinda fine since the bass here is like the most noticeable in the section

cum me back

kk
Mafumafu
00:26:408 (4,1) - Perfect blanket pls
04:45:800 (3) - But the bass does not last for such a long time tbh
cummibac
Topic Starter
Battle
k
Mafumafu
Next time please use a yaoi bg!
BanchoBot
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