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Brad Breeck - Gravity Falls OST (16bit cover)

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Topic Starter
Simuzax
This beatmap was submitted using in-game submission on terça-feira, 5 de dezembro de 2017 at 22:19:11

Artist: Brad Breeck
Title: Gravity Falls OST (16bit cover)
Source: Gravity Falls
Tags: chiptune opening main theme cartoon victorfernando yshadowxop
BPM: 166
Filesize: 2577kb
Play Time: 00:41
Difficulties Available:
  1. Advanced (2,2 stars, 86 notes)
  2. Insane (4,71 stars, 147 notes)
  3. Normal (1,67 stars, 58 notes)
  4. ShadowX's Hard (2,85 stars, 107 notes)
  5. ShadowX's Summer Adventures (5,11 stars, 129 notes)
  6. Victor's Easy (1,3 stars, 40 notes)
  7. Victor's Light Insane (3,45 stars, 108 notes)
Download: Brad Breeck - Gravity Falls OST (16bit cover)
Information: Scores/Beatmap Listing
---------------
#1

Easy - victorfernando
Normal - me
Advanced - me
Hard - yShadowXOP_
Light Insane - victorfernando
Insane - me
Summer Adventures - yShadowXOP_

BG art made by Yami Shin
yShadowXOP_
Shaxter's Mod Queue


NM

yShadowXOP_ wrote:

Jumpy Falls:


  1. 00:08:060 (3) - essa slider deve ser removida, porque tem som nos ticks azuis se você for ver :/
  2. 00:10:228 (5,2) - faça um blanket com isso :3 http://prntscr.com/g389s7
  3. 00:11:132 (3) - stack nessa slider 00:11:674 (1) -
  4. 00:23:240 - da pra se ouvir som aqui
  5. 00:26:132 - ^
  6. 00:29:024 - ^
  7. 00:27:759 (4) - eu acho que o flow fica um pouco melhor em x:248 y:308
  8. 00:31:915 - aqui deve se por um circulo por causa do barulho do prato no fundo
  9. 00:38:421 (3) - stack o final da slider no 00:37:698 (1) -
Normal:

  1. 00:07:337 (1,2,3,4) - cara isso é estranho ate pra um normal
  2. 00:12:216 (2) - stack no 00:11:313 (5) -
  3. 00:20:710 (1,2) - deixa só um pouco mais longe essas sliders
  4. 00:26:855 (2,2) - arruma esse stack no final da slider

    Se esse mod de normal tiver uma bosta é porque não sei moddar low diff
Gostei do mapa ^^, boa sorte ;)
Topic Starter
Simuzax

yShadowXOP_ wrote:

Shaxter's Mod Queue


NM

yShadowXOP_ wrote:

Jumpy Falls:


  1. 00:08:060 (3) - essa slider deve ser removida, porque tem som nos ticks azuis se você for ver :/ Coloquei um reverse slider no lugar
  2. 00:10:228 (5,2) - faça um blanket com isso :3 http://prntscr.com/g389s7 Feito
  3. 00:11:132 (3) - stack nessa slider 00:11:674 (1) - Feito
  4. 00:23:240 - da pra se ouvir som aqui
  5. 00:26:132 - ^
  6. 00:29:024 - ^ Td feito, tinha um igual um pouco dps tbm
  7. 00:27:759 (4) - eu acho que o flow fica um pouco melhor em x:248 y:308 Refiz essa parte de jumps
  8. 00:31:915 - aqui deve se por um circulo por causa do barulho do prato no fundo Feito, tinha um igual um pouco antes tbm
  9. 00:38:421 (3) - stack o final da slider no 00:37:698 (1) - Feito
Normal:

  1. 00:07:337 (1,2,3,4) - cara isso é estranho ate pra um normal ?
  2. 00:12:216 (2) - stack no 00:11:313 (5) - Feito
  3. 00:20:710 (1,2) - deixa só um pouco mais longe essas sliders Feito
  4. 00:26:855 (2,2) - arruma esse stack no final da sliderFeito

    Se esse mod de normal tiver uma bosta é porque não sei moddar low diff
Gostei do mapa ^^, boa sorte ;)
Obrigado pelo mod :D
Zunv
Hey,

NM from my Modding Queue

Jumpy Falls


  • Flow: You sometimes have really weird flow going on. You used Dull angles or strange spaceing.
    Aesthetics: I can see some 2012 pattern but nothing good looking. You need to really work on your aesthetics.
    Emphasizes: The whole map doesn't really use Emphasis. You used your 2012 pattern without even listening when the music got more intense or the opposite.

    Emphasizes
  1. 00:09:686 (3) - make sure to start slider on a stronger or equally strong beat than on its end.
  2. 00:13:481 (1,2,3,4) - the emptiness before and after this combo feels weird. Why didn't you map this? you did it with similar sounds 00:10:771 (1,2,3,4) - here
  3. There is strange change in your mapping decission. I am speaking of this distinct sound 00:08:783 (5) - You most of the time put a slider there. And thats fine but sometimes you didn't. For example here: 00:09:686 (3,4,5) - Either a sliderend is on that sound or a circle. Make it clickable like you did with the others.
  4. 00:20:710 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - This is so boring to play and just lazy mapping. 00:21:795 (7) - here music gets more intense and you ignore it completely because you just mapped that circle jump shape.
  5. 00:23:602 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - again just lazy mapping without even listening to the song and where it is more intense. 00:23:602 (1,2) - here music is more intense than 00:25:771 (1,2) - here. And yet they still are the exact same distance.
  6. 00:26:493 (1,2,3,4,1,2,3,4,5,1,2,3,4,5) - again. Same as before. You did change the direction of flow even tho the music doesn't support it (at least on that specific place).
  7. 00:30:831 (1,2,3,4) - Speaking of emphasize, this is good. You increased the SV because music got more intense. Thats stuff i want to see :)

    Aesthetics

  8. 00:03:000 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - So Aesthetics here are very bad. First of all All the slider shapes are weird. or have different angles. Second, the "trinagles" with the two circle and the slider all look different and have different spaceing. The music stays the exact same all the time. There is no change at all. If that's the case your mapping shouldn't change at all too. I suggest you to at least use for sliders always the same shape with even the same angle tilted to vertical or horizontal line.
  9. 00:29:385 (1,2,3,4) - different spaceing, different shapes. It just looks very random and everyone could map this in about 10 seconds. 00:30:831 (1,2,3,4) - same here. No real shape, just random.
Your map pretty much feels like its a sketch. I can see the ideas you had in your head, but you did not get it on paper very well.
Also you used just basic and boring jump pattern. Try to be more creative.

For improving Aesthetics the next time try to use not that many different slider shapes. create like 2-3 slidershapes and reuse them (copy paste)
Look into distances between objects. You should make them equally for within the combo. Example: This would be a bad example. All objects don't blanket well or they have different distances between each other. This would be a good example The blankets look nice and the distances between objects are all the same

As always, I suggest you to watch Pishifats Mapping Tutorials on Youtube

I still wish you good luck with this and your next maps :)

Feel free to ask me questions anytime!
Topic Starter
Simuzax
Zunv Mod

Zunv wrote:

Hey,

NM from my Modding Queue

Jumpy Falls


  • Flow: You sometimes have really weird flow going on. You used Dull angles or strange spaceing.
    Aesthetics: I can see some 2012 pattern but nothing good looking. You need to really work on your aesthetics.
    Emphasizes: The whole map doesn't really use Emphasis. You used your 2012 pattern without even listening when the music got more intense or the opposite.

    Emphasizes
  1. 00:09:686 (3) - make sure to start slider on a stronger or equally strong beat than on its end. Fixed
  2. 00:13:481 (1,2,3,4) - the emptiness before and after this combo feels weird. Why didn't you map this? you did it with similar sounds 00:10:771 (1,2,3,4) - here Initially i thought those weren't important enough, but as you said, it becomes weird so its necessary
  3. There is strange change in your mapping decission. I am speaking of this distinct sound 00:08:783 (5) - You most of the time put a slider there. And thats fine but sometimes you didn't. For example here: 00:09:686 (3,4,5) - Either a sliderend is on that sound or a circle. Make it clickable like you did with the others. changed the slider to circles and rearrenged the objects
  4. 00:20:710 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - This is so boring to play and just lazy mapping. 00:21:795 (7) - here music gets more intense and you ignore it completely because you just mapped that circle jump shape. Tried remapping every jump section in kiai time, felt really boring as you said
  5. 00:23:602 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - again just lazy mapping without even listening to the song and where it is more intense. 00:23:602 (1,2) - here music is more intense than 00:25:771 (1,2) - here. And yet they still are the exact same distance. ^
  6. 00:26:493 (1,2,3,4,1,2,3,4,5,1,2,3,4,5) - again. Same as before. You did change the direction of flow even tho the music doesn't support it (at least on that specific place). ^ you didnt mention the last jump section so i suppose its ok?
  7. 00:30:831 (1,2,3,4) - Speaking of emphasize, this is good. You increased the SV because music got more intense. Thats stuff i want to see :) Thx :D

    Aesthetics

  8. 00:03:000 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - So Aesthetics here are very bad. First of all All the slider shapes are weird. or have different angles. Second, the "trinagles" with the two circle and the slider all look different and have different spaceing. The music stays the exact same all the time. There is no change at all. If that's the case your mapping shouldn't change at all too. I suggest you to at least use for sliders always the same shape with even the same angle tilted to vertical or horizontal line. Tried working a bit on that, not sure how better it became
  9. 00:29:385 (1,2,3,4) - different spaceing, different shapes. It just looks very random and everyone could map this in about 10 seconds. 00:30:831 (1,2,3,4) - same here. No real shape, just random. the sounds are actually a bit different from 1st to 2nd section so i tried using different SVs and shapes
Your map pretty much feels like its a sketch. I can see the ideas you had in your head, but you did not get it on paper very well.
Also you used just basic and boring jump pattern. Try to be more creative. Well... i tried, idk if i can call it a success

For improving Aesthetics the next time try to use not that many different slider shapes. create like 2-3 slidershapes and reuse them (copy paste)
Look into distances between objects. You should make them equally for within the combo. Example: This would be a bad example. All objects don't blanket well or they have different distances between each other. This would be a good example The blankets look nice and the distances between objects are all the same

As always, I suggest you to watch Pishifats Mapping Tutorials on Youtube

I still wish you good luck with this and your next maps :)

Feel free to ask me questions anytime!

Thx for the mod helped me a lot :D
- titan
hi, m4m thing from my queue

normal

SPOILER
offset feels maybe 20-ish ms late
a lot of your object placements need to be changed. for normal diffs you are supposed to use distance snap for everything pretty much.
00:05:891 (1,2) - this blanket needs fixing
00:06:614 (3,4) - same here
00:11:674 - at this section i don't think low sv is needed. if you do keep it though, the spacing is waaay too high for a normal. use distance snap like i already mentioned at around 0.8x-1.3x
00:15:289 - again, this speed change isn't needed
00:19:626 - honestly you should keep the whole map at around the same sv
00:20:710 - in this part i see the symmetry and stuff, but spacing is super uneven. why are there so many ncs? also, you should avoid sections that are only sliders in low diffs.
00:26:493 (1,2,1,2) - patterns like these are uncomfortable and should not be used on normal diffs
00:29:385 (1) - avoid sliders like this with so many reverses when you've been mapping it which sliders with no reverses for the rest of the part. players won't be able to react to all the reverses.
00:37:337 (2) - don't star a slider on an unimportant sound and end it on an important sound.
00:38:421 (4) - it wound be better to end this slider on a white tick, and start the spinner on the next blue (or red) tick. the start of the spinner makes no sound, but the end of the slider does.
jump
SPOILER
hp8 is a bit too high.
same offset thing
00:10:228 - the speed changes are allowed here because it's a high insane diff, but i still don't think they're necessary.
00:20:710 - the jumps in this part seem kinda random. try to create patterns or use geometrical shapes or something for jumps.
00:29:385 (1,2,3) 00:30:831 (1,2,3) - overlapping sliders in these places seem out of place
00:36:253 - doesn't need to be this slow
00:38:421 (3) - end this slider on the white tick also
i'm sure you're aware you also need a hard diff to complete the set.
good luck!
Topic Starter
Simuzax

- titan wrote:

hi, m4m thing from my queue

normal

SPOILER
offset feels maybe 20-ish ms lateFeels alright to me, maybe ~3-5ms off, gotta check it later
a lot of your object placements need to be changed. for normal diffs you are supposed to use distance snap for everything pretty much. Tried working on that
00:05:891 (1,2) - this blanket needs fixing Fixed
00:06:614 (3,4) - same here Fixed
00:11:674 - at this section i don't think low sv is needed. if you do keep it though, the spacing is waaay too high for a normal. use distance snap like i already mentioned at around 0.8x-1.3x i think it fits the song well,changed the spacing as you said
00:15:289 - again, this speed change isn't needed fits well imo
00:19:626 - honestly you should keep the whole map at around the same sv i rarely change SV, and when changed is to fit the song better
00:20:710 - in this part i see the symmetry and stuff, but spacing is super uneven. why are there so many ncs? also, you should avoid sections that are only sliders in low diffs. Reorganized the kiai, i think its better now
00:26:493 (1,2,1,2) - patterns like these are uncomfortable and should not be used on normal diffs ^
00:29:385 (1) - avoid sliders like this with so many reverses when you've been mapping it which sliders with no reverses for the rest of the part. players won't be able to react to all the reverses. Put 4 small reverse instead of 2 big
00:37:337 (2) - don't star a slider on an unimportant sound and end it on an important sound. Fixed
00:38:421 (4) - it wound be better to end this slider on a white tick, and start the spinner on the next blue (or red) tick. the start of the spinner makes no sound, but the end of the slider does. Fixed
jump
SPOILER
hp8 is a bit too high. Reduced to 7.5 and OD to 8
same offset thing Already mentioned
00:10:228 - the speed changes are allowed here because it's a high insane diff, but i still don't think they're necessary. i think they match the song properly
00:20:710 - the jumps in this part seem kinda random. try to create patterns or use geometrical shapes or something for jumps. I guess you're talking about the first jump pattern in kiai time so, Fixed
00:29:385 (1,2,3) 00:30:831 (1,2,3) - overlapping sliders in these places seem out of place Fixed the first pattern, the second one seems alright to me
00:36:253 - doesn't need to be this slow Matches the song properly imo
00:38:421 (3) - end this slider on the white tick also Fixed
i'm sure you're aware you also need a hard diff to complete the set. Working on that
good luck! Thx
Thx for the mod :D
PotatoJet
Normal
Create an easy diff because this is a bit hard, there should be something easier for the really new players who like the song and want to play but can't.
Use Beat Snap Divisor 1/2 on the top right of the editor, just decrease it.
00:08:111 Do not use streams in Normal difficulties
00:04:981 (1,2,3,4) This is uncomfortable, it would be better if it were like the first two but just some boxes down on the grid and maybe a bit curved but not like this.
00:07:337 (1,2) put (1) 2 boxes down on the grid so it lines up with (2).
00:18:012 (1,2,3) please move (2) properly in the middle of (1,3).

I would note some more but I think it's fine. Also you told me to mod Jumpy falls but that diff doesn't exist. If you mean 'Insane', I can't mod that because I don't really map insanes. I do mod insanes and harder but when I do it's only maps going for loved section. Sorry I didn't get to mod what you wanted but I won't be able to help if I did try to help with those.

GL with rank! :)
Senery
Hi! from the M4M

[Normal]
  1. 00:05:168 (3,4) - i suggest you blanket these with 00:04:445 (1,2) -
  2. 00:29:385 (1,2) - maybe move these a bit further away
  3. 00:30:831 (1,2) - ^
[ShadowX's Hard]
  1. 00:06:614 (3,4,1) - why have you stacked these? the others didnt have that
  2. 00:11:674 (1,2) - this could be a better blanket
[Insane]
  1. 00:04:084 (3,1) - stack these
  2. 00:04:807 (3,1) - ^
  3. 00:08:783 (1,4) - ^ with the sliderend
  4. 00:09:867 (5,2) - ^
  5. 00:15:650 (5) - this ends on a strong beat, i suggest you make this 2 1/2 sliders
  6. 00:20:349 - same for here slider ends on a strong beat, put a 1/2 slider here
  7. 00:26:493 (1,2,3,4,5,6) - this could look a bit nicer
  8. 00:38:421 (3) - stack this slider end with 00:37:698 (1) -
[ShadowX's Summer Adventures]
  1. 00:04:445 (1,2,3,4) - these are slightly different than the previous ones, copy and paste them to fix that
That was it, good luck :)
yShadowXOP_
yShadowXOP_

Senery wrote:

Hi! from the M4M

[ShadowX's Hard]
  1. 00:06:614 (3,4,1) - why have you stacked these? the others didnt have that i decided to put it like that because the music already starts there ;v
  2. 00:11:674 (1,2) - this could be a better blanket Done
[ShadowX's Summer Adventures]
  1. 00:04:445 (1,2,3,4) - these are slightly different than the previous ones, copy and paste them to fix that Done
That was it, good luck :)
Topic Starter
Simuzax

PotatoJet wrote:

Normal
Create an easy diff because this is a bit hard, there should be something easier for the really new players who like the song and want to play but can't. i was thinking of that but mapping low diffs man :(
Use Beat Snap Divisor 1/2 on the top right of the editor, just decrease it. Ok..
00:08:111 Do not use streams in Normal difficulties Fixed
00:04:981 (1,2,3,4) This is uncomfortable, it would be better if it were like the first two but just some boxes down on the grid and maybe a bit curved but not like this. Replaced the (3,4) closer to (1,2) so should be better
00:07:337 (1,2) put (1) 2 boxes down on the grid so it lines up with (2). Fixed
00:18:012 (1,2,3) please move (2) properly in the middle of (1,3). Fixed

I would note some more but I think it's fine. Also you told me to mod Jumpy falls but that diff doesn't exist. If you mean 'Insane', I can't mod that because I don't really map insanes. I do mod insanes and harder but when I do it's only maps going for loved section. Sorry I didn't get to mod what you wanted but I won't be able to help if I did try to help with those.

GL with rank! :) Thx and thx for the mod :D
Topic Starter
Simuzax

Senery wrote:

Hi! from the M4M

[Normal]
  1. 00:05:168 (3,4) - i suggest you blanket these with 00:04:445 (1,2) - Seems good enough for me, but thx for ideia
  2. 00:29:385 (1,2) - maybe move these a bit further away Fixed
  3. 00:30:831 (1,2) - ^ Fixed
[Insane]
  1. 00:04:084 (3,1) - stack these idk exactly what youre trying to say lol
  2. 00:04:807 (3,1) - ^ ^
  3. 00:08:783 (1,4) - ^ with the sliderend Fixed
  4. 00:09:867 (5,2) - ^ Fixed
  5. 00:15:650 (5) - this ends on a strong beat, i suggest you make this 2 1/2 sliders did a 1/2 slider and a circle, feels better imo
  6. 00:20:349 - same for here slider ends on a strong beat, put a 1/2 slider here Fixed, you forgot mentioning that in normal but fixed aswell
  7. 00:26:493 (1,2,3,4,5,6) - this could look a bit nicer Tried working on that
  8. 00:38:421 (3) - stack this slider end with 00:37:698 (1) - Ok
That was it, good luck :) Thx and thx for mod :D
Mashed
Mashed's Modding Queue


[General]
The first sound comes in at 00:02:982, so I think the offset would be better as 2982

[victor's Easy]
00:03:000 (1) - Move to 00:02:982 (1)
Slightly adjust timing points to fit new offset

[Normal]
00:04:445 (1,2,3,4) - imo this looks pretty messy.
00:10:228 (1,2,3) - Maybe you could change this to 00:10:228 (1,2) SV change is optional
Example
https://puu.sh/x4jQT/08b3d2e9a3.png
00:39:234 (1) - Move this to 00:39:325 (1) and shorten by 1 tick

[ShadowX's Hard]
Looks pretty good.

[Insane]
00:08:060 (3,4) - Possibly change with this pattern?
Example
https://puu.sh/x4lBm/703f429589.png

[ShadowX's Summer Adventures]
00:23:421 (2) - Move this circle somewhere further, the jump feels strange

Hope this helps you! :)
Topic Starter
Simuzax

Mashed wrote:

Mashed's Modding Queue


[General]
The first sound comes in at 00:02:982, so I think the offset would be better as 2982 The most precise i could find is actually 2992 so changed that along with green lines in all diffs

[Normal]
00:04:445 (1,2,3,4) - imo this looks pretty messy. Changed
00:10:228 (1,2,3) - Maybe you could change this to 00:10:228 (1,2) SV change is optional Nah, i think its fine as it is rn
Example
https://puu.sh/x4jQT/08b3d2e9a3.png
00:39:234 (1) - Move this to 00:39:325 (1) and shorten by 1 tick why?

[Insane]
00:08:060 (3,4) - Possibly change with this pattern? i dont think its necessary
Example
https://puu.sh/x4lBm/703f429589.png

Hope this helps you! :) Thx for the mod :D
yShadowXOP_

Mashed wrote:

Mashed's Modding Queue


[ShadowX's Summer Adventures]
00:23:421 (2) - Move this circle somewhere further, the jump feels strange Done

Hope this helps you! :)
Zonthem
Hi ! random quick mod from #ModReqs

[Insane]
  1. 00:08:052 (3, 4, 1, 2, 3, 4) : I (fully personal) don't like the way it's mapped, the rythm is good but visually, the stream seems a little bit out of the 2 1/4 sliders, i guess it would be better if slider 4 were a little be more to the left, to 'connect' the pattern (if you see what i mean^^)
  2. 00:11:666 (1, 3) : weird shape, i suggest you to make the same curve for both (copy/paste) and also a lighter curve
  3. 00:13:112 (1) : this slider doesn't look good at all, not the same shape than the previous but same orientation, not perfectly aligned. Perhaps try to Ctrl+J him.
  4. 00:14:196 (5, 2) : overlap
  5. 00:20:612 () : the kiai is suddently really hard compared to the rest of the map, it's not anticipable
  6. 00:41:305 (1) : it's a detail, but why to the bottom right corner ?
You will have to get better for aestetic to make great maps because the rhythm is already great, don't worry it come with time^^

[Summer adventures]
  1. 00:08:775 (1, 4) : not perfeclty blanket, also try to put 4 at (x:195;y:100) to have a perfect triangle with 2 and 3
  2. 00:16:004 (1, 3) : rework a little bit the blanket
  3. 00:23:232 (1, 2) : those 2 circles make the jump WAY harder, and it don't really fits the music, a slider would be better and would not make it too easy
  4. 00:26:124 (1, 2) : except the previous point, the position of the notes is weird, it makes a quite bigger angle with 7 and 8 than the other notes which is quite disturbing. But yeah, that's not totally bad
  5. 00:31:907 () : this part is supposed to be easier to play than the previous, okay, but it's done by both sliders and spacing. I suggest you to space objects a little more to make it coherent with the previous part (and yeah, the music isn't that changing)

GL :)
Topic Starter
Simuzax

Zonthem wrote:

Hi ! random quick mod from #ModReqs

[Insane]
  1. 00:08:052 (3, 4, 1, 2, 3, 4) : I (fully personal) don't like the way it's mapped, the rythm is good but visually, the stream seems a little bit out of the 2 1/4 sliders, i guess it would be better if slider 4 were a little be more to the left, to 'connect' the pattern (if you see what i mean^^) Ctrl+g'd both sliders although i dont think this was a problem
  2. 00:11:666 (1, 3) : weird shape, i suggest you to make the same curve for both (copy/paste) and also a lighter curve Changed the 2nd slider a bit, the first one seems alright to me
  3. 00:13:112 (1) : this slider doesn't look good at all, not the same shape than the previous but same orientation, not perfectly aligned. Perhaps try to Ctrl+J him. changed previous slider, so should be better now
  4. 00:14:196 (5, 2) : overlap it's intentional
  5. 00:20:612 () : the kiai is suddently really hard compared to the rest of the map, it's not anticipable i mean there arent many intense parts in the song before the kiai itself, but spaced the jumps prekiai by just a bit to not make it seem so sudden
  6. 00:41:305 (1) : it's a detail, but why to the bottom right corner ? idk how to explain, just feels like the right spot to place it
You will have to get better for aestetic to make great maps because the rhythm is already great, don't worry it come with time^^ aesthetics so hard man :(

GL :) Thx and thanks for Mod :D
jeanbernard8865
top diff
  1. 00:10:943 (3) - flow break on weak beat, I this should be following circular flow since there’s nothing that calls for a break there

  2. 00:13:654 (1,2,1,2,1,1) - should be same flow as 00:09:317 (2,3,4,5) since both are filler rhythm, also NC pattern is fairly different which is inconsistent

  3. 00:15:281 (3) - don’t understand those flow breaks either, especially 00:15:281 (3) since that beat is a weak one but it’s emphasised through that flow break

  4. 00:16:726 (3) - should break flow since every main layer sound does ( aka 00:17:449 (1,3) - 00:10:220 (1) - 00:12:208 (2,3,1) - etc )

  5. 00:24:678 (1,2,3,4,5,6,7,8) - should be 1212 as well cause of sound each white tick

  6. 00:26:305 (2,1,2) - why linear flow ? this is the first iteration of it in the map, so I don’t think it fits design-wise

easy
  1. This easy is way harder than it looks for beginners, because it has too much sliders. Remember that sliders on low difficulties basically act as streams, since players still strictly follow their paths. Do you want a map full of streams ? That is way more stamina-draining than it needs to ; add more circles ! They are easier than sliders at that level due to requiring the single action of clicking from the player. Another side effect of the way sliders work in low diffs is that a turn or a reverse arrow in a slider gives a lot of emphasis. As a result, reverse arrows in the less intense sections such as 00:02:992 (1,2,3) - 00:21:787 (3) give unnecessary emphasis.
  2. Another result of the behaviour of sliders in low diffs is that slider leniency basically doesn’t exist, so flow is way more restrictive there, and flow reversals such as 00:13:473 (2) can add on to the unnecessary emphasis.
  3. Finally, let’s talk about patterning. I feel like your objects should be relating more to one another ; for example, 00:04:437 (2,3) - doesn’t have a clear relationship within itself. There are multiple ways to relate objects, such as flipping, rotating specific angles, or blanketing, and how you do it is entirely up to you.

    I’ll conclude this mod with a grim news, which is sadly necessary ; this difficulty needs a remap, taking in account the points I have mentioned above, as the issues within it are mostly structural.

Good luck with pushing this forward !

give me pp
yShadowXOP_

Zonthem wrote:

Hi ! random quick mod from #ModReqs

[Summer adventures]
  1. 00:08:775 (1, 4) : not perfeclty blanket, also try to put 4 at (x:195;y:100) to have a perfect triangle with 2 and 3 Done
  2. 00:16:004 (1, 3) : rework a little bit the blanket Done
  3. 00:23:232 (1, 2) : those 2 circles make the jump WAY harder, and it don't really fits the music, a slider would be better and would not make it too easy Done
  4. 00:26:124 (1, 2) : except the previous point, the position of the notes is weird, it makes a quite bigger angle with 7 and 8 than the other notes which is quite disturbing. But yeah, that's not totally bad Done
  5. 00:31:907 () : this part is supposed to be easier to play than the previous, okay, but it's done by both sliders and spacing. I suggest you to space objects a little more to make it coherent with the previous part (and yeah, the music isn't that changing) Done


GL :)
Thanks for modding :)
Sharkie
[Easy]
Not sure why you used x.95 exactly instead of x1.0
  1. It would look a lot better if you move the slider end of 00:05:883 (3) - down a little bit.
  2. 00:26:485 (1,2) - As I mentioned earlier about using x.95, this looks ugly because they're just too close together.
    When you use x1, it just looks a lot better.
  3. 00:30:823 (1,1) - This angling is really weird for an Easy. It would work well for an Insane or something but not an Easy. I suggest this.
[Normal]

Your Normal is basically an Easy, which is totally fine but it doesn't fit the mapset's spread. You shouldn't be afraid to have 1/2 spacings in a normal, they're supposed to overlap. However, 00:19:618 (4,1,2) - stuff like this is kinda ugly and a little awkward to play especially for beginner players. Everything else looks fine though.

[Hard]
Lookin' good.

[Insane]
  1. 00:07:329 (1,2) - This spacing doesn't make much sense. These snare hits are pretty loud and they're the lowest spacing in this section...
  2. 00:08:052 (3,4) - This here as well.
  3. These sliders are really too slow for an Insane in my opinion...
  4. 00:16:004 (6) - I would much rather use a slider here.
  5. 00:29:377 (1,2,3) - I understand what you're trying to do here with the small spacing, but it has the opposite effect of what you're trying to accomplish.
[Extra]
Pretty cool, I like it. Looks like something I would map.
Topic Starter
Simuzax

Sharkie wrote:

[Normal]

Your Normal is basically an Easy, which is totally fine but it doesn't fit the mapset's spread. You shouldn't be afraid to have 1/2 spacings in a normal, they're supposed to overlap. However, 00:19:618 (4,1,2) - stuff like this is kinda ugly and a little awkward to play especially for beginner players. Everything else looks fine though. Changed slider shapes and moved objects a bit, was really weird with that slider

[Insane]
  1. 00:07:329 (1,2) - This spacing doesn't make much sense. These snare hits are pretty loud and they're the lowest spacing in this section... Yea ur right, spaced this objects a bit
  2. 00:08:052 (3,4) - This here as well. ^
  3. These sliders are really too slow for an Insane in my opinion... I think they're fine actually
  4. 00:16:004 (6) - I would much rather use a slider here. just a circle fills the spot better imo
  5. 00:29:377 (1,2,3) - I understand what you're trying to do here with the small spacing, but it has the opposite effect of what you're trying to accomplish. idk exactly what ur trying to say here, but changed it just a bit regardless
Thx for the mod :D
victorfernando

AyanokoRin wrote:

top diff
  1. 00:10:943 (3) - flow break on weak beat, I this should be following circular flow since there’s nothing that calls for a break there

  2. 00:13:654 (1,2,1,2,1,1) - should be same flow as 00:09:317 (2,3,4,5) since both are filler rhythm, also NC pattern is fairly different which is inconsistent

  3. 00:15:281 (3) - don’t understand those flow breaks either, especially 00:15:281 (3) since that beat is a weak one but it’s emphasised through that flow break

  4. 00:16:726 (3) - should break flow since every main layer sound does ( aka 00:17:449 (1,3) - 00:10:220 (1) - 00:12:208 (2,3,1) - etc )

  5. 00:24:678 (1,2,3,4,5,6,7,8) - should be 1212 as well cause of sound each white tick

  6. 00:26:305 (2,1,2) - why linear flow ? this is the first iteration of it in the map, so I don’t think it fits design-wise

easy
  1. This easy is way harder than it looks for beginners, because it has too much sliders. Remember that sliders on low difficulties basically act as streams, since players still strictly follow their paths. Do you want a map full of streams ? That is way more stamina-draining than it needs to ; add more circles ! They are easier than sliders at that level due to requiring the single action of clicking from the player. Another side effect of the way sliders work in low diffs is that a turn or a reverse arrow in a slider gives a lot of emphasis. As a result, reverse arrows in the less intense sections such as 00:02:992 (1,2,3) - 00:21:787 (3) give unnecessary emphasis.
  2. Another result of the behaviour of sliders in low diffs is that slider leniency basically doesn’t exist, so flow is way more restrictive there, and flow reversals such as 00:13:473 (2) can add on to the unnecessary emphasis.
  3. Finally, let’s talk about patterning. I feel like your objects should be relating more to one another ; for example, 00:04:437 (2,3) - doesn’t have a clear relationship within itself. There are multiple ways to relate objects, such as flipping, rotating specific angles, or blanketing, and how you do it is entirely up to you.

    I’ll conclude this mod with a grim news, which is sadly necessary ; this difficulty needs a remap, taking in account the points I have mentioned above, as the issues within it are mostly structural.

Good luck with pushing this forward !

give me pp okay ;P
victorfernando

Sharkie wrote:

[Easy]
Not sure why you used x.95 exactly instead of x1.0 (gonna change )
  1. It would look a lot better if you move the slider end of 00:05:883 (3) - down a little bit. (ok)
  2. 00:26:485 (1,2) - As I mentioned earlier about using x.95, this looks ugly because they're just too close together.
    When you use x1, it just looks a lot better.
  3. 00:30:823 (1,1) - This angling is really weird for an Easy. It would work well for an Insane or something but not an Easy. I suggest this.
RedSky764
So, these are all basically just personal opinions.
Easy
Well made for a beginner's map. No big holes in rhythm, and nothing was particularly challenging.
Normal
Again, nothing too challenging, and well made.
Advanced
Starting at 00:20:702 the added sounds to the notes become rather inconsistent with both the map and the music itself. It's a little off-putting to me, and sounds out of place.
Hard
This is very well done for a 'hard' difficulty map. Good techniques, interesting design. Kept me entertained from start to finish with different ideas.
Light Insane
Right off the bat. at 00:04:076 (4) the slider is a little far away, and kinda throws off the intro pattern with the sliders. That's my only negative on this difficulty.
Insane
At 00:20:702 is there any particular reason the snare drum gets louder here on the notes? I'm not complaining, just curious.
At 00:26:485 (1,3,5) the same thing that I mentioned in the Advanced difficulty happens. Those snare hits aren't in the song itself at that point, and it's once again a bit off-putting.
Summer Adventures
At 00:31:907 the note sounds change. Is this intentional?
That's all I have to say for this. Good maps!
Eirra
Hello it's mod from my queue

[victor's Light Insane]
00:07:871 (5,1,2,3,4,5) - 00:05:883 (1,2,3,4,5,6) - Here you Repeated a pattern how the song goes sow why 00:07:871 (5,1,2,3,4,5) is not mapped same?
00:19:979 (2) - The sound clearly end on white tick.
00:36:967 (1) - You can make an circular flow. Just Ctrl+G that.

[Insane]
00:08:052 (3,4,1) - It can be kinda' dezoriantating.
00:29:377 (1) - Maybe change the shape, it looks funny.
00:33:353 (1,2) - This is not the same sound so why you put it in this pattern.
00:34:437 (5,1) - Stack it.

[ShadowX's Summer Adventures]
Great diff.
yShadowXOP_

RedSky764 wrote:

So, these are all basically just personal opinions.
Easy
Well made for a beginner's map. No big holes in rhythm, and nothing was particularly challenging.
Normal
Again, nothing too challenging, and well made.
Advanced
Starting at 00:20:702 the added sounds to the notes become rather inconsistent with both the map and the music itself. It's a little off-putting to me, and sounds out of place.
Hard
This is very well done for a 'hard' difficulty map. Good techniques, interesting design. Kept me entertained from start to finish with different ideas.
Light Insane
Right off the bat. at 00:04:076 (4) the slider is a little far away, and kinda throws off the intro pattern with the sliders. That's my only negative on this difficulty.
Insane
At 00:20:702 is there any particular reason the snare drum gets louder here on the notes? I'm not complaining, just curious.
At 00:26:485 (1,3,5) the same thing that I mentioned in the Advanced difficulty happens. Those snare hits aren't in the song itself at that point, and it's once again a bit off-putting.
Summer Adventures
At 00:31:907 the note sounds change. Is this intentional? Yes :3
That's all I have to say for this. Good maps!
yShadowXOP_

Manteith wrote:

Hello it's mod from my queue

[victor's Light Insane]
00:07:871 (5,1,2,3,4,5) - 00:05:883 (1,2,3,4,5,6) - Here you Repeated a pattern how the song goes sow why 00:07:871 (5,1,2,3,4,5) is not mapped same?
00:19:979 (2) - The sound clearly end on white tick.
00:36:967 (1) - You can make an circular flow. Just Ctrl+G that.

[Insane]
00:08:052 (3,4,1) - It can be kinda' dezoriantating.
00:29:377 (1) - Maybe change the shape, it looks funny.
00:33:353 (1,2) - This is not the same sound so why you put it in this pattern.
00:34:437 (5,1) - Stack it.

[ShadowX's Summer Adventures]
Great diff. Thanks :)
Topic Starter
Simuzax

Manteith wrote:

Hello it's mod from my queue

[Insane]
00:08:052 (3,4,1) - It can be kinda' dezoriantating. i think it plays fine, i'll consider changing if someone point that out again
00:29:377 (1) - Maybe change the shape, it looks funny. its to make a lil contrast with these 00:30:823 (1,2,3) - since they have a more ''clean'' sound
00:33:353 (1,2) - This is not the same sound so why you put it in this pattern. youre right, changed that section
00:34:437 (5,1) - Stack it. changed placement of this to fit better with changes
Thx for the mod :D
arrivalNA
Saw your M4m Request

「General」


  1. Lack of timing points is appalling but its okay
  2. 00:20:702 - 00:29:016 - Consider making Kiai time longer

「Easy」


  1. 00:23:232 & 00:26:124 - There is a sound that comes on the downbeat and should have a click on the white tick; can also apply to other parts of the song but it's up to you
  2. 00:25:401 - The slider here should be just a full beat slider followed by a circle and not 2 beats long like this

「Normal」


  1. 00:25:763 - The slider comes in on the weak sound rather than the strong sound; try using the slider first instead of the circle like this

「Advanced」


  1. The lack of curves give me anxiety in the beginning
  2. 00:29:919 (2) & 00:31:365 (2)- Try spacing the sliders out half a beat so they click on the white ticks and not at a awkward time

「Hard」


  1. Nothing wrong here ¯\_(ツ)_/¯

「Light Insane」


  1. 00:08:413 (5) - Make the repeating slider repeat one more time and move 00:08:775 (1)
    closer to the repeating slider
  2. 00:41:305 - Move the circle closer towards the centre, players don't have an indicator that the circle would be there at the end of the map

「Insane」


  1. 00:08:413 (1,2,3,4) - Try to ease the stream into the slider and not stack it on top of the slider

「Summer Adventures」


  1. I got nothing
arrivalNA

Our Arrival wrote:

Saw your M4m Request

「General」

  1. Lack of timing points is appalling but its okay
  2. 00:20:702 - 00:29:016 - Consider making Kiai time longer

「Easy」

  1. 00:23:232 & 00:26:124 - There is a sound that comes on the downbeat and should have a click on the white tick; can also apply to other parts of the song but it's up to you
  2. 00:25:401 - The slider here should be just a full beat slider followed by a circle and not 2 beats long like this

「Normal」

  1. 00:25:763 - The slider comes in on the weak sound rather than the strong sound; try using the slider first instead of the circle like this

「Advanced」

  1. The lack of curves give me anxiety in the beginning
  2. 00:29:919 (2) & 00:31:365 (2)- Try spacing the sliders out half a beat so they click on the white ticks and not at a awkward time

「Hard」

  1. Nothing wrong here ¯\_(ツ)_/¯

「Light Insane」

  1. 00:08:413 (5) - Make the repeating slider repeat one more time and move 00:08:775 (1)
    closer to the repeating slider
  2. 00:41:305 - Move the circle closer towards the centre, players don't have an indicator that the circle would be there at the end of the map

「Insane」

  1. 00:08:413 (1,2,3,4) - Try to ease the stream into the slider and not stack it on top of the slider

「Summer Adventures」

  1. I got nothing
Why did it go sideways -_-
Topic Starter
Simuzax

Our Arrival wrote:

Our Arrival wrote:

Saw your M4m Request

「General」

  1. Lack of timing points is appalling but its okay
  2. 00:20:702 - 00:29:016 - Consider making Kiai time longer it is already long enough imo

「Normal」

  1. 00:25:763 - The slider comes in on the weak sound rather than the strong sound; try using the slider first instead of the circle like this fixed that

「Advanced」

  1. The lack of curves give me anxiety in the beginning
  2. 00:29:919 (2) & 00:31:365 (2)- Try spacing the sliders out half a beat so they click on the white ticks and not at a awkward time doing that wouldnt fit the song, and i was missing a note on that white tick so put a circle

「Insane」

  1. 00:08:413 (1,2,3,4) - Try to ease the stream into the slider and not stack it on top of the slider changed, much better now
Why did it go sideways -_-
Thx for the mod :D
victorfernando

Our Arrival wrote:

「Easy」

  1. 00:23:232 & 00:26:124 - There is a sound that comes on the downbeat and should have a click on the white tick; can also apply to other parts of the song but (I Make this pause to beginner"s and to follow just the whistle sound ) it's up to you
  2. 00:25:401 - The slider here should be just a full beat slider followed by a circle and not 2 beats long like this (i put a slider reverse )

「Light Insane」

  1. 00:08:413 (5) - Make the repeating slider repeat one more time and move 00:08:775 (1)
    closer to the repeating slider (no don"t have repetitive sound here)
  2. 00:41:305 - Move the circle closer towards the centre, players don't have an indicator that the circle would be there at the end of the map(ok)
victorfernando

Manteith wrote:

Hello it's mod from my queue

[victor's Light Insane]
00:07:871 (5,1,2,3,4,5) - 00:05:883 (1,2,3,4,5,6) - Here you Repeated a pattern how the song goes sow why 00:07:871 (5,1,2,3,4,5) is not mapped same? ( I TRIED )
00:19:979 (2) - The sound clearly end on white tick. (Okay)
00:36:967 (1) - You can make an circular flow. Just Ctrl+G that. (Okay)
KorwiN
ShadowX's Summer Adventures
There is little here:
00:08:052 (3,4,5) - It's very strange... It looks like this...unsightly
00:23:594 (1,2,1,2,1,2) - On average I see it... Maybe yes?: https://osu.ppy.sh/ss/8838728
00:26:485 (1,2,1,2,1,2) - Meaby this: https://osu.ppy.sh/ss/8838742
You have no idea on Jump? : 00:32:269 (1,2,1,2,1,2) - , 00:35:160 (1,2,1,2,1,2) -

Insane
00:08:052 (3,4,1) - Distance Snap ( so-called DS )
00:21:606 (6,1,2,3,4,5,6,7,8) - Squares not easy on Insane? ... no ... Better is Triangles
00:29:377 (1,2,3) - does not fit
00:32:270 (1,2,1,2,1,2,1,2) - It did not work out perfectly


ShadowX's Hard
00:08:052 (3,4,5) - Never ... never .. never make this on Hard
Besides it is okey

Advanced
perfect

Normal
Very good for Normal

victor's Easy
SV a bit lower
Besides it is okey
Topic Starter
Simuzax

KorwiN wrote:

Insane
00:08:052 (3,4,1) - Distance Snap ( so-called DS ) i think it is okay as it is rn
00:21:606 (6,1,2,3,4,5,6,7,8) - Squares not easy on Insane? ... no ... Better is Triangles this section is supposed to be a bit unconfortable, i'll consider changing if someone point that out again
00:29:377 (1,2,3) - does not fit that's to make contrast with these 00:30:823 (1,2,3)
00:32:270 (1,2,1,2,1,2,1,2) - It did not work out perfectly i guess youre talking about symmetry here, but its intentional
Thx for the mod :D
frogyfro
m4m from my queue

victor's Easy

00:29:377 (1,1) - make these have the same angle from the horizontal. like this:




Normal

00:06:245 (2) - i dont think the beat you've chosen here deserves a clickable object, gives too much emphasis to what is an unimportant beat in the song. just doing this would improve rhythm by a long shot


look throughout the map, i think rhythm can be improved a lot here.

00:08:052 (4) - you usually want to avoid putting slider ends on these big white ticks (08:775). slider heads / circles emphasize much more than slider ends, so try to use those instead.



Advanced

00:02:992 (1,2,3,4) - i have two major problems with this part. firstly, i don't understand why 00:03:353 (2) isn't a slider. it feels like you're pointlessly ignoring the sound on 03:534. secondly, i question the decision to use perfectly horizontal / vertical sliders for this. straight sliders like this often look much better when they're rotated about 10 degrees from the horizontal:


given that i don't think your map is gaining anything from the use of these horizontal / vertical sliders, i'd just rotate them those 10 degrees.

00:29:377 (1,2,1) - why is so much attention given to the red tick at 00:29:919 (2)? this part should definitely emphasize the white ticks instead of the red ticks.



ShadowX's Hard

00:10:220 (1,2,3,4) - the player has to make a quick snap from 2 to 3, which puts a lot of emphasis on 3. however, 3 is probably the least important of all of these. it would make much more sense to stress the melody or stress the drums than to stress this note that contains neither. there's plenty of other times this happens e.g. 00:13:112 (1,2,3,4)). i'd look through the part before the kiai and try to make sure that your emphasis is on point.



victor's Light Insane

00:09:136 (2) - its bad practice to put an important sound inside of a slider (in this case, the red tick contains a bass drum).

00:11:485 (6) - why is this a jump? no drums, so its not nearly as important as 00:11:124 (4,5). this problem arises alot (e.g. 00:13:835 (2)). i don't think the jump sections are poorly mapped, just that they emphasize all circles equally when they shouldn't.

00:13:112 (4) - nc on the downbeat

00:19:618 (1,2) - this sv change is very difficult for new players to react to. save stuff like this for insane / extra and not light insane. if you want to keep it, at least make 00:19:979 (2) - a NC.



Insane

00:09:317 (2,3,4,5,6) - very little attention to movement was put into this jump section. 00:09:317 (2,3,4) all require the player to snap, and suddenly 00:09:678 (4,5,6) is a wide angle jump for seemingly no reason. stacking 5 and 6 or changing 5 and 6 to a slider would help a lot.

00:20:702 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - same deal here. the first 6 notes require easy, comfortable movement within the triangles. the next 8 are very uncomfortable to play squares. if you want to have your map use comfortable movement like triangles, fine. if you want it to have uncomfortable movement like square jumps, fine. but right now you're really inconsistent with when you make your jumps comfortable and when you make them uncomfortable, which is not a good thing.

00:23:594 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - spacing emphasis is really off here. higher spaced notes are emphasized since its much harder for the player to hit them. it would make much more sense to have the 1s spaced far away instead of the 2s, like you currently have.

00:27:570 (1,2,3,4,5,6,7,8) - this pattern utilizes a triangle, so the player will interpret this as groups of three objects (1,2,3,1,2,3). but because of the melody it makes much more sense for these to repeat every second note like you did just before (1,2,1,2,1,2).

00:35:160 (1,2,3,4,5,6,1) - this wide angle movement gives equal attention to each circle, which makes no sense. the white ticks with the melody are much more important than the reds.

all in all i think this was the worst diff of the set. focus on really thinking through how your jump sections play and how to make your jump sections reflect the song better.



ShadowX's Summer Adventure

00:10:220 (1,2,3,4,5) - see above criticism on shadow x's hard, its the same idea here.

00:21:787 (1,2,3,4,5,6,7,8,1) - why stop nc on every white tick? it really helps give attention to the melody

all in all i liked the jumps in this map much better than insane. this would be a pretty good reference for working through the stuff i mentioned above.



hopefully this helps!
Arphimigon
Lab Aesthetics Mod!
Results given in [x, y] formats

[Advanced]
Nothing Detected!
[Insane]
Nothing Detected!
[Normal]
Object at 00:24:317 - should be placed at: [194, 205] currently at: [192, 204] to move in line with slider at time 00:23:594 -

[ShadowX's Hard]
Nothing Detected!
[ShadowX's Summer Adventures]
Object at 00:15:100 - should be placed at: [490, 40] currently at: [488, 40] to move in line with slider at time 00:14:558 -

[victor's Easy]
Nothing Detected!
[victor's Light Insane]
Object at 00:15:642 - should be placed at: [346, 230] currently at: [344, 228] to blanket slider body at time 00:16:004 -

I hope I didn't malfunction!

(free kds)
victorfernando

Arphimigon wrote:

Lab Aesthetics Mod!
[victor's Easy]
Nothing Detected!
[victor's Light Insane]
Object at 00:15:642 - should be placed at: [346, 230] currently at: [344, 228] to blanket slider body at time 00:16:004 - (OK)

I hope I didn't malfunction!

(free kds)
yShadowXOP_

KorwiN wrote:

ShadowX's Summer Adventures
There is little here:
00:08:052 (3,4,5) - It's very strange... It looks like this...unsightly Done
00:23:594 (1,2,1,2,1,2) - On average I see it... Maybe yes?: https://osu.ppy.sh/ss/8838728 Nop
00:26:485 (1,2,1,2,1,2) - Meaby this: https://osu.ppy.sh/ss/8838742 im my opinion this is very weird :/
You have no idea on Jump? : 00:32:269 (1,2,1,2,1,2) - , 00:35:160 (1,2,1,2,1,2) -

ShadowX's Hard
00:08:052 (3,4,5) - Never ... never .. never make this on Hard
Besides it is okey Done


Thanks for modding :)
yShadowXOP_

Arphimigon wrote:

Lab Aesthetics Mod!
[ShadowX's Summer Adventures]
Object at 00:15:100 - should be placed at: [490, 40] currently at: [488, 40] to move in line with slider at time 00:14:558 - Done

(free kds)

Thanks for modding :)
yShadowXOP_

frogyfro wrote:

m4m from my queue

ShadowX's Hard

00:10:220 (1,2,3,4) - the player has to make a quick snap from 2 to 3, which puts a lot of emphasis on 3. however, 3 is probably the least important of all of these. it would make much more sense to stress the melody or stress the drums than to stress this note that contains neither. there's plenty of other times this happens e.g. 00:13:112 (1,2,3,4)). i'd look through the part before the kiai and try to make sure that your emphasis is on point. Done

ShadowX's Summer Adventure

00:10:220 (1,2,3,4,5) - see above criticism on shadow x's hard, its the same idea here. Done

00:21:787 (1,2,3,4,5,6,7,8,1) - why stop nc on every white tick? it really helps give attention to the melody Done

all in all i liked the jumps in this map much better than insane. this would be a pretty good reference for working through the stuff i mentioned above. :D



hopefully this helps! Thanks for modding :)
victorfernando

frogyfro wrote:

m4m from my queue

victor's Easy

00:29:377 (1,1) - make these have the same angle from the horizontal. like this: (ok)



victor's Light Insane

00:09:136 (2) - its bad practice to put an important sound inside of a slider (in this case, the red tick contains a bass drum). (reverse slider)

00:11:485 (6) - why is this a jump? no drums, so its not nearly as important as 00:11:124 (4,5). this problem arises alot (e.g. 00:13:835 (2)). i don't think the jump sections are poorly mapped, just that they emphasize all circles equally when they shouldn't. (tried a triangle and a normal angle *hope is better*)

00:13:112 (4) - nc on the downbeat (fixed)

00:19:618 (1,2) - this sv change is very difficult for new players to react to. save stuff like this for insane / extra and not light insane. if you want to keep it, at least make 00:19:979 (2) - a NC. (down the speed just a little)
victorfernando

KorwiN wrote:

ShadowX's Summer Adventures
[box=victor's Light Insane]Ideal

victor's Easy
SV a bit lower
Besides it is okey
Thanks *3*
Topic Starter
Simuzax

frogyfro wrote:

m4m from my queue

Normal

00:06:245 (2) - i dont think the beat you've chosen here deserves a clickable object, gives too much emphasis to what is an unimportant beat in the song. just doing this would improve rhythm by a long shot Changed that


look throughout the map, i think rhythm can be improved a lot here.

00:08:052 (4) - you usually want to avoid putting slider ends on these big white ticks (08:775). slider heads / circles emphasize much more than slider ends, so try to use those instead. Changed to same rhythm as in Advanced



Advanced

00:02:992 (1,2,3,4) - i have two major problems with this part. firstly, i don't understand why 00:03:353 (2) isn't a slider. it feels like you're pointlessly ignoring the sound on 03:534. i didn't want to make a slider clusterfuck at this point so i just used a circle at the white tick since the red tick sound is weaker secondly, i question the decision to use perfectly horizontal / vertical sliders for this. straight sliders like this often look much better when they're rotated about 10 degrees from the horizontal:


given that i don't think your map is gaining anything from the use of these horizontal / vertical sliders, i'd just rotate them those 10 degrees. Changed most slider rotations in this part so should be better now

00:29:377 (1,2,1) - why is so much attention given to the red tick at 00:29:919 (2)? this part should definitely emphasize the white ticks instead of the red ticks. yeah youre right, changed to 3 1/2 sliders here



Insane

00:09:317 (2,3,4,5,6) - very little attention to movement was put into this jump section. 00:09:317 (2,3,4) all require the player to snap, and suddenly 00:09:678 (4,5,6) is a wide angle jump for seemingly no reason. stacking 5 and 6 or changing 5 and 6 to a slider would help a lot. it plays fine imo, dont see why this would be such a problem

00:20:702 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - same deal here. the first 6 notes require easy, comfortable movement within the triangles. the next 8 are very uncomfortable to play squares. if you want to have your map use comfortable movement like triangles, fine. if you want it to have uncomfortable movement like square jumps, fine. but right now you're really inconsistent with when you make your jumps comfortable and when you make them uncomfortable, which is not a good thing. my idea here was exactly that, make some constrast with spacing and movement since the song changes, but i see your point so i'll consider changing that

00:23:594 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - spacing emphasis is really off here. higher spaced notes are emphasized since its much harder for the player to hit them. it would make much more sense to have the 1s spaced far away instead of the 2s, like you currently have. tried to remake that section emphasizing (1)s as you said, not sure how better it became

00:27:570 (1,2,3,4,5,6,7,8) - this pattern utilizes a triangle, so the player will interpret this as groups of three objects (1,2,3,1,2,3). but because of the melody it makes much more sense for these to repeat every second note like you did just before (1,2,1,2,1,2). i see your point here, but i prefer it the way it is rn

00:35:160 (1,2,3,4,5,6,1) - this wide angle movement gives equal attention to each circle, which makes no sense. the white ticks with the melody are much more important than the reds. the sounds in this sections are overall pretty similar so i dont think this is be a problem

all in all i think this was the worst diff of the set. ouch :( focus on really thinking through how your jump sections play and how to make your jump sections reflect the song better. i'll try doing that with next mods, but i have a lot of difficulty doing jump sections :?



hopefully this helps! Thx a lot for the mod :D
Topic Starter
Simuzax

Arphimigon wrote:

Lab Aesthetics Mod!
Results given in [x, y] formats

[Normal]
Object at 00:24:317 - should be placed at: [194, 205] currently at: [192, 204] to move in line with slider at time 00:23:594 - Done

I hope I didn't malfunction!

(free kds)
Hpocks
Mod
~~ victor's Easy ~~


• 00:04:437 (2,3) - For the sake of A E S T H E T I C consistancy, 3 should have the same shape as 3, but just mirrored.

• 00:12:751 (1,2) - the structure of rhytmn suddenly changes, going from gaps between notes that are 1 1/2 mesaures (measure = white tick to white tick) to going for spaces between notes exclusively, which makes it very difficult to read. If you want to keep it consistant, you should move the 2 slider to 00:13:654 - . From there on out, it is generally more appropriate to use the exclusively 1 measure gaps between notes, as that follows the music more closely.

• 00:23:594 - ^

~~ ShadowX's Hard ~~


• Apply custom colors

~~ ShadowX's Summer Adventures ~~


• Apply custom colors

• 00:02:992 (1) - Missing clap sound here

• 00:08:232 (4,5) - Try to make these two objects aligned to eachother, so that 00:08:413 (5) - is tilted at the same angle as 00:08:232 (4), and an invisible "line" could be connected to cut directly through both slider bodies
Maxylan
M4M From my queue ~

dududududu
[General]
The hit-sounding being on 60% during kiai is, in my opinion, way too high. I even think that 40% is too high when it isn't Kiai, but I don't mind it as much. Couple that with the fact that some of the custom hit sounds you guys use could use some work to fit better with the 16bit theme.
[ShadowX's Summer Adventures]
00:11:485 (5,2) - Overlap, nothing major but still aesthetically unappealing.
00:16:004 (1,3) - Fix the blanket on 00:16:726 (3) this slider end?
00:25:763 (1,2,1) - Now that's one hell of a wide angle after using mostly back and forth jumps.
00:31:907 (1) - Why the change in hitsounding after this part? Doesn't seem to fit with the song at all.
00:37:510 (4,1) - Not so important, but maybe add some spacing to emphasize the sound? Holding the cursor works but I don't think it does the song justice.

[Insane]
Why break the pattern here 00:05:883 (1,2,3) if you're just going to do the exact same pattern as previous ones here 00:06:606 (1,2,3) .
Optional: 00:08:413 (1,2,3,4) - I'd replace this stream with a 1/8 kickslider, because there is a sound every 1/8.
00:11:124 (4,1) - Stack these or move 4, this overlap is just not good
00:10:220 (1) - This shouldn't end on a white tick noise especially considering the part that follows that slider emphasise the drum sound that 00:10:220 (1) slider ends on.
Sidenote: 00:20:702 (1) - Good job on all the jumps that follows this kiai. Really well executed with good pattern and distance! It was fun to play!
The costume hit sound clap you're using during the Kiai seems out of place. I guess this is optional as well but I'd suggest finding something more fitting with the sounds it's supposed to emphasize in the song.
00:25:582 (2,2) - These two overlaps are intentional but I don't think it looks good when they overlap with 00:26:485 (1,2) coming after the slider. I recognize these as a new part of the same pattern and so it shouldn't overlap with the previous one.
00:30:100 (3,1,2) - Aesthetically repulsive overlap, try stacking these accordingly instead.
00:25:040 (1,1) - ^ , try changing the angle accordingly instead.
00:31:907 (1,3) - Overlap nazi
00:38:232 (2,3) - 00:36:064 (6,1) - Optional, but I'd suggest you fix this angle

[victor's Light Insane]
00:05:883 (1,4,1) - This slider should be placed in the same place as 4,1 to mimic the pattern you had going if it isn't then this is a straight-up ugly overlap no matter how intentional you might say this is =p
00:09:678 (3,3) - Overlaperino
00:11:305 (5,1) - Stackerino
00:16:726 (1) - This should end at the red tick and not the white tick which is stronger. The white tick this ends on is even stronger than the white tick you click this on.
A guideline from the ranking criteria: You should try and not use more than 3 different slider velocities, and when you change the slider velocity it should be to emphasize something in the song. *cough* 00:19:979 (1) (This seem a little over-emphasized)
00:32:991 (3,2) - I'll stop mentioning these but you should look through your entire diff. A lot of overlaps were intentional because they were a part of a pattern, but trust me I found way more than 3 overlaps that looked out-of-place.
Optional, but maybe add a little distance on 00:38:232 (2,3) ?

This diff was by far the most enjoyable to play out of the ones above, the flow in this diff is amazing between the different sliders and SV's. Just change up some of the aesthetics of the placements of objects and you've got a ringer right here.

You got a good chance of ranking this :) Don't know about the other diffs but I'd shoot a kudosu star just to see victor's diff's making it to ranked!
Topic Starter
Simuzax

Maxylan wrote:

M4M From my queue ~

dududududu
[General]
The hit-sounding being on 60% during kiai is, in my opinion, way too high. I even think that 40% is too high when it isn't Kiai, but I don't mind it as much. Couple that with the fact that some of the custom hit sounds you guys use could use some work to fit better with the 16bit theme. i'll try to work on that, but im not good with hitsounds and stuff

[Insane]
Why break the pattern here 00:05:883 (1,2,3) if you're just going to do the exact same pattern as previous ones here 00:06:606 (1,2,3) . changed
Optional: 00:08:413 (1,2,3,4) - I'd replace this stream with a 1/8 kickslider, because there is a sound every 1/8. a stream has more impact play-wise than a 1/8 kickslider here imo
00:11:124 (4,1) - Stack these or move 4, this overlap is just not good stacked with sliderend
00:10:220 (1) - This shouldn't end on a white tick noise especially considering the part that follows that slider emphasise the drum sound that 00:10:220 (1) slider ends on. i don't think this is a problem considering i map similar sounds the same way after that
Sidenote: 00:20:702 (1) - Good job on all the jumps that follows this kiai. Really well executed with good pattern and distance! It was fun to play! Thx :D
The costume hit sound clap you're using during the Kiai seems out of place. I guess this is optional as well but I'd suggest finding something more fitting with the sounds it's supposed to emphasize in the song. i'll work on that
00:25:582 (2,2) - These two overlaps are intentional but I don't think it looks good when they overlap with 00:26:485 (1,2) coming after the slider. I recognize these as a new part of the same pattern and so it shouldn't overlap with the previous one. changed jumps after slider a bit
00:30:100 (3,1,2) - Aesthetically repulsive overlap, try stacking these accordingly instead. didn't notice that lol, changed
00:25:040 (1,1) - ^ , try changing the angle accordingly instead. changed... kinda
00:31:907 (1,3) - Overlap nazi Done
00:38:232 (2,3) - 00:36:064 (6,1) - Optional, but I'd suggest you fix this angle Both done

You got a good chance of ranking this :) Don't know about the other diffs but I'd shoot a kudosu star just to see victor's diff's making it to ranked!
Thx for the mod :D
Osuology
M4M.

00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures.

ShadowX's Shadow Adventures
What's up with the hitsounding in this diff? Are you trying to improvise your own rhythm with it? It kinda defeats the purpose of mapping to a certain song does it not? I am interested what you thought when doing this.

00:10:763 (2,3) - The flow movement here is contradicting the slider shape of 1. The 1 slider is going clockwise, and especially the 3 slider contradicts it and breaks flow with counter clockwise.
The reason why you would want to keep flow consistent is so you can keep a tight, consistent, fun map together. Otherwise, players may dislike it for how it plays, who may have liked it if the flow was tight. Considered fun to play. I'm not saying you didn't take it into account, but I'm just asking.

00:11:305 (4) - X:296, Y:61 I think is a better-looking position in terms of how it stacks on the slider body.

00:13:112 (1,1,2) - Another example of flow change.

00:14:377 (1) - I do not know why this is NC'd. What's the reason behind this?

00:20:341 (1) - I thought the reason why I was bothered by this was that it's pp jumps, but that's not why. It's because of how much the hitobject density changes all of a sudden. I think it's quite different from the rest of the map, which doesn't fit the song in this case, in my opinion.

Overall however, I really like how the diff plays and looks but the imperfections can be hammered out until you have a rankable map. The overlaps were really cool, although I would prefer you use them more structurally. The 1-2's are always fun to play :p

Insane
(I also noticed 00:05:160 (1,2,3) - this is also different)
00:06:606 (1,2,3) - Why is this different from the previous ones? The only argument I can think of is that it's for tension purposes as we are just before the next section, but the tension in the song comes from the next beats with an unnormal drum loop. What's the reason behind this change?

00:08:413 (1,2,3,4,1) - The overlap here doesn't serve any purpose, I think you wanted the distance to be correct? But I think in this case, you can unoverlap them because the tension as I said comes from the abnormal rhythm.

00:10:763 (2) - Why such contrasting flow? The flow in this map seems to change a lot for being a relatively simple song, for example 00:10:943 (3,4,5,6) - this changes flow multiple times 00:14:558 (1,2,3,4,5) - and here and it goes on and on. In case you don't know what flow is, it's how a player would naturally play a pattern. 00:08:775 (1,2,3,4,5,6) - This pattern plays with a counterclockwise flow for example.

You also seem to pay no regard to how hitobjects line up together. 00:10:220 (1,2,5) - In one moment, you can see these three colliding, 00:13:112 (1,4,6) - and this too. 00:13:654 (2,3,4,5,6) - This looks like it was supposed to be a star but the hitcircles aren't lined up right.

00:23:594 (1,2,1,2,1,2,1,2) - What's up with the snare hitsound and 1-2 all of a sudden? As far as I can tell nothing changed.

I like how this plays but these general stuff cause it to seem less polished and more sloopy than it actually is. Good luck!

Victor's Light Insane
This map is quite good! There's still stuff to fix of course, but it's pretty cool.

00:10:220 (2) - Why is this slider so slow? For a light insane you change SV a lot which could be a bit confusing.

00:14:558 (1,2,3,4) - Flow here is quite snappy, use counter clockwise like the first slider is.

00:27:931 (1,2) - Wow, even if you don't fix the first instance I pointed these out, this is a bit extreme.

ShadowX's Hard
00:08:413 (4) - This does not pass for a hard. Too much.

Quite like this! Good job.

Advanced
00:11:666 (1,2,3,4) - This needs to change, specifically the 3. Aesthetics have to be ON POINT for lower diffs. This kinda inconsistency in aesthetics makes it look chaotic which isn't right for easyier diffs.

00:12:751 (3,1) - These two overlap, adding again to that chaos.

00:16:726 (2,2) - Another.

00:17:449 (1,1) - Another.

00:20:702 (1,2,3) - Why are these so close and 00:21:787 (1,2,3,4) - these are spaced further? Again with the aesthetics too.

Interesting difficulty I think it is cool.

Normal
00:19:618 (4,3) - This is bad aesthetics as well.

Nicely done though!

victor's Easy
00:02:992 (1,3) - Why the overlap? This is literally the only place you did this ever.

Very good otherwise.

Overall, set is fairly good and song is great! :) Good luck with this set.
[MTF] Wolfette
Light insane:

00:13:835 (2) - This note should be moved to the right slightly

Insane:

00:02:992 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - I think these jumps should have a slow build up with the intensity of the spacing

This map is very solid so I had near nothing to say about it. Good luck going for ranked
yShadowXOP_
[quote="Maxylan"]M4M From my queue ~

[box=dududududu][General]
The hit-sounding being on 60% during kiai is, in my opinion, way too high. I even think that 40% is too high when it isn't Kiai, but I don't mind it as much. Couple that with the fact that some of the custom hit sounds you guys use could use some work to fit better with the 16bit theme.
[ShadowX's Summer Adventures]
00:11:485 (5,2) - Overlap, nothing major but still aesthetically unappealing. Done
00:16:004 (1,3) - Fix the blanket on 00:16:726 (3) this slider end? i improved the blanket
00:25:763 (1,2,1) - Now that's one hell of a wide angle after using mostly back and forth jumps. Done
00:31:907 (1) - Why the change in hitsounding after this part? Doesn't seem to fit with the song at all. i did with the same ideas as kiai, since it is the same rhythm
00:37:510 (4,1) - Not so important, but maybe add some spacing to emphasize the sound? Holding the cursor works but I don't think it does the song justice. Done

Thanks Modding :)
yShadowXOP_

Osuology wrote:

M4M.

00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures.

ShadowX's Shadow Adventures
What's up with the hitsounding in this diff? Are you trying to improvise your own rhythm with it? It kinda defeats the purpose of mapping to a certain song does it not? I am interested what you thought when doing this. I differentiated because I wanted more hitsounds "daring"

00:10:763 (2,3) - The flow movement here is contradicting the slider shape of 1. The 1 slider is going clockwise, and especially the 3 slider contradicts it and breaks flow with counter clockwise.
The reason why you would want to keep flow consistent is so you can keep a tight, consistent, fun map together. Otherwise, players may dislike it for how it plays, who may have liked it if the flow was tight. Considered fun to play. I'm not saying you didn't take it into account, but I'm just asking. K

00:11:305 (4) - X:296, Y:61 I think is a better-looking position in terms of how it stacks on the slider body. K

00:13:112 (1,1,2) - Another example of flow change. K

00:14:377 (1) - I do not know why this is NC'd. What's the reason behind this? i already changed the NCs since there was nothing to do with this part of the song

00:20:341 (1) - I thought the reason why I was bothered by this was that it's pp jumps, but that's not why. It's because of how much the hitobject density changes all of a sudden. I think it's quite different from the rest of the map, which doesn't fit the song in this case, in my opinion. The intention was not for the PP, but for the music that made me put circles 1-2

Overall however, I really like how the diff plays and looks but the imperfections can be hammered out until you have a rankable map. The overlaps were really cool, although I would prefer you use them more structurally. The 1-2's are always fun to play :p

ShadowX's Hard
00:08:413 (4) - This does not pass for a hard. Too much. K

Quite like this! Good job.


Overall, set is fairly good and song is great! :) Good luck with this set.
yShadowXOP_

Hpocks wrote:

Mod
[
~~ ShadowX's Hard ~~


• Apply custom colors i'll add

~~ ShadowX's Summer Adventures ~~


• Apply custom colors

• 00:02:992 (1) - Missing clap sound here ok

• 00:08:232 (4,5) - Try to make these two objects aligned to eachother, so that 00:08:413 (5) - is tilted at the same angle as 00:08:232 (4), and an invisible "line" could be connected to cut directly through both slider bodies Ok
Topic Starter
Simuzax

Osuology wrote:

M4M.

00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures. youre right, changed that in my diffs

Insane
(I also noticed 00:05:160 (1,2,3) - this is also different)
00:06:606 (1,2,3) - Why is this different from the previous ones? The only argument I can think of is that it's for tension purposes as we are just before the next section, but the tension in the song comes from the next beats with an unnormal drum loop. What's the reason behind this change? how is that different?, every pattern forms a triangle with the sliderhead, with slider rotation towards the next circle

00:08:413 (1,2,3,4,1) - The overlap here doesn't serve any purpose, I think you wanted the distance to be correct? But I think in this case, you can unoverlap them because the tension as I said comes from the abnormal rhythm. changed that a bit

00:10:763 (2) - Why such contrasting flow? The flow in this map seems to change a lot for being a relatively simple song, for example 00:10:943 (3,4,5,6) - this changes flow multiple times 00:14:558 (1,2,3,4,5) - and here and it goes on and on. In case you don't know what flow is, it's how a player would naturally play a pattern. 00:08:775 (1,2,3,4,5,6) - This pattern plays with a counterclockwise flow for example. i can see the things youre pointing and why theyre important, but i don't see why using some flow variation in some parts of the map would be so bad, would feel boring if i used the same thing over and over

You also seem to pay no regard to how hitobjects line up together. 00:10:220 (1,2,5) - In one moment, you can see these three colliding, 00:13:112 (1,4,6) - and this too.i rly dont see why this is such a problem, but moved objects a bit to prevent that 00:13:654 (2,3,4,5,6) - This looks like it was supposed to be a star but the hitcircles aren't lined up right. should be better now

00:23:594 (1,2,1,2,1,2,1,2) - What's up with the snare hitsound and 1-2 all of a sudden? As far as I can tell nothing changed. changed NCs.hitsounds are still WIP, forgot to change map desc

I like how this plays but these general stuff cause it to seem less polished and more sloopy than it actually is. Good luck!

Advanced
00:11:666 (1,2,3,4) - This needs to change, specifically the 3. Aesthetics have to be ON POINT for lower diffs. This kinda inconsistency in aesthetics makes it look chaotic which isn't right for easyier diffs. actually i disagree with that, the pattern seems alright, i cant see anything chaotic whatsoever, if someone point that out again i'll consider changing but for me its good rn

00:12:751 (3,1) - These two overlap, adding again to that chaos. ^

00:16:726 (2,2) - Another. ^

00:17:449 (1,1) - Another. ^

00:20:702 (1,2,3) - Why are these so close and 00:21:787 (1,2,3,4) - these are spaced further? Again with the aesthetics too. because the song intensity changes

Interesting difficulty I think it is cool.

Normal
00:19:618 (4,3) - This is bad aesthetics as well. Changed just a bit

Nicely done though!

Overall, set is fairly good and song is great! :) Good luck with this set.
Thx for the mod, i'll retrieve M4M some hours from now, or at maximum tomorrow
Topic Starter
Simuzax

AsrielDr33murr wrote:

Insane:

00:02:992 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - I think these jumps should have a slow build up with the intensity of the spacing hmm i can see that but,i prefer the way it is rn since the sound is the same every pattern

This map is very solid so I had near nothing to say about it. Good luck going for ranked
Thx for the mod, i'll retrieve M4M some hours from now, or at maximum tomorrow
Ohwow
m4m return

[ShadowX's Summer Adventures]
Main problem i have with this is that the kiai starts to have bigger jumps, but the song doesn't even change. in fact, the kiai is has the same intensity as 00:08:775 up to the kiai. The best way to map this song is to have constant density and spacing throughout the song (besides the beginning, which the song is less intense). If you want to have some variation in your mapping, then this song isn't for you. If that doesn't concern you, proceed with my mods.
00:08:232 (4,5) - line it up
00:10:943 (3,1) - I think it's better if these aren't overlapping.
00:07:329 (1,2) - i'd recommend having some circular flow here by doing ctrl+g on 2 or something else.
00:09:859 (5,1) - Should increase spacing, it's too small right now considering how big the spacing of 00:09:317 (2,3,4) - these notes are.
00:11:485 (5,1) - same ^
00:12:208 (2) - ctrl+g would improve flow from 00:11:666 (1) - Then I would move 00:12:751 (3) - for obvious reasons.
00:25:943 (2,1) - these 2 doesn't have the same spacing emphasis as your other jumps on the big white ticks like 00:24:498 (2,1) - 00:23:052 (2,1) - 00:21:606 (2,1) -
00:37:690 (1,3) - make 1 be more in the middle of 3's sliderbody
00:37:690 (1,3) - You can blanket this.

[Insane]
Where are the hitsounds :(
00:10:040 (6,1) - Should have more spacing emphasis than 00:09:859 (5,6) - since it's a new measure/combo
00:11:485 (6,1) - ^
00:11:666 - Why the slowdown on the SV? Right now it just feels out of place.
00:13:112 (1,4) - slightly overlapping, I suggest not making that slider curve so much. Just a normal curve slider would do
00:13:654 (2,3,4,5,6) - make a perfect pentagon
00:29:377 (1,2,3) - what part of the music supports these change in slider shapes? ok i see now, but I'm still kinda against these wonky slider shapes. Usually you only see SV changes on noticeable sound changes, in this case, I don't the music change is that great for SV changes.
00:29:016 - Curious on why the kiai ends here. It should end 00:31:907 - (even though I myself wouldn't put any kiai in this song at all.)


[victor's Light Insane]
00:04:437 (1) - why is there a drum sound here, just put a whistle, there's nothing in the music that supports the drum.
00:05:883 (1) - ^
00:07:510 (3,4,5) - hitsounds?
00:08:142 (2,4) - ^
00:08:775 (1) - finish please
aaa your snare hitsound sounds like more like a drum than a snare.
00:10:582 (3,4) - blanket
00:17:449 (3,4) - this does not look pretty. Either blanket, or make something else.
aaa I don't know why you have SV changes when the song doesn't change. This happens in other diffs too.
00:20:702 - Ahh now these snares are sounding like snares. Why don't you used them before and use the drum sounds on drums like 00:20:883 (3) - 00:21:245 - 00:21:787 - 00:22:329 - etc etc.
00:28:654 (3) - why is there a finish, especially on a sliderend?
00:30:100 (3) - ^
00:31:546 (3) - this finish is okay, but it needs to be clickable, not on a sliderend.
00:37:510 (3,1) - increase spacing, too close right now.

[ShadowX's Hard]
00:37:690 (1,3) - sliderend of 1 and sliderbody of 3 are slightly touching, space em a bit.

[Normal]
00:04:437 (3) - I wouldn't use 3/2 slider repeating, there's no good sound on 00:04:979 - to support it.
00:08:052 (4,5) - I would
Your spacing is inconsistent in areas like 00:08:052 (4,5,6) - 00:17:088 (4) - 00:10:220 (3) - 00:18:534 (2,3) - 00:20:702 (1) - and many more throughout the whole song, you should recheck. Spacing needs to be consistent in Easy and Normals

[Advanced]
Your 1/2 spacing is inconsistent. since this is only 2* rating, all the spacing should be consistent. stuff like 00:35:160 (1,2,3) - is hard to read for new players.
00:12:208 (2,3,4) - The way they are so close to each other does not look good. Should clearly overlap more to show that they are 1/2 beat
00:23:232 - Not liking how you're skipping a drum beat here.
00:24:317 (3) - random whistle
00:30:461 (1) - Removed NC, or remove NC on the next object. back to back NC is not good.

[Easy]
Look over spacing, needs to be consistent. 00:07:329 (4,1) - 00:25:040 (3,1) -
00:30:823 (1) - Delete NC
00:31:907 - not liking how you're skipping cymbal finish sound here 00:31:907 -

still needs work on flow too, but decided not to mention cause there's a lot more important things to work on like spacing and rhythm choice. gl.
Topic Starter
Simuzax

Ohwow wrote:

m4m return

[Insane]
Where are the hitsounds :( WIP :(
00:10:040 (6,1) - Should have more spacing emphasis than 00:09:859 (5,6) - since it's a new measure/combo changed
00:11:485 (6,1) - ^ changed
00:11:666 - Why the slowdown on the SV? Right now it just feels out of place. SV changes fit well with the melody of the song in these parts imo
00:13:112 (1,4) - slightly overlapping, I suggest not making that slider curve so much. Just a normal curve slider would do changed that in previous mod
00:13:654 (2,3,4,5,6) - make a perfect pentagon changed in previous mod
00:29:377 (1,2,3) - what part of the music supports these change in slider shapes? ok i see now, but I'm still kinda against these wonky slider shapes. Usually you only see SV changes on noticeable sound changes, in this case, I don't the music change is that great for SV changes. i really like the contrast in slider shapes o ill keep that, also the 2nd slider ''pattern is rly more intense imo so SV is suitable
00:29:016 - Curious on why the kiai ends here. It should end 00:31:907 - (even though I myself wouldn't put any kiai in this song at all.) i'm kiai-ing the most characteristic parts of the song imo, so i dont see any problem

[Normal]
00:04:437 (3) - I wouldn't use 3/2 slider repeating, there's no good sound on 00:04:979 - to support it. changed
00:08:052 (4,5) - I would ?
Your spacing is inconsistent in areas like 00:08:052 (4,5,6) - 00:17:088 (4) - 00:10:220 (3) - 00:18:534 (2,3) - 00:20:702 (1) - and many more throughout the whole song, you should recheck. Spacing needs to be consistent in Easy and Normals i'm using 1,1x DS in every non-kiai and 1,2x in every kiai notes

[Advanced]
Your 1/2 spacing is inconsistent. since this is only 2* rating, all the spacing should be consistent. stuff like 00:35:160 (1,2,3) - is hard to read for new players. i dont think this is a huge problem but, changed a bit anyways
00:12:208 (2,3,4) - The way they are so close to each other does not look good. Should clearly overlap more to show that they are 1/2 beat changed that just a bit, i dont see this as a problem
00:23:232 - Not liking how you're skipping a drum beat here. fixed that
00:24:317 (3) - random whistle hitsounds are WIP
00:30:461 (1) - Removed NC, or remove NC on the next object. back to back NC is not good. this note follows a very distinct sound imo, so i dont see a problem with NCing that
Thx for the mod :D
Osuology

Simuzax wrote:

Osuology wrote:

M4M.

00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures. youre right, changed that in my diffs

Insane
(I also noticed 00:05:160 (1,2,3) - this is also different)
00:06:606 (1,2,3) - Why is this different from the previous ones? The only argument I can think of is that it's for tension purposes as we are just before the next section, but the tension in the song comes from the next beats with an unnormal drum loop. What's the reason behind this change? how is that different?, every pattern forms a triangle with the sliderhead, with slider rotation towards the next circle I'm sorry, I wasn't very specific about this. The angle of the triangle slowly changes, was curious about why you do this.

00:10:763 (2) - Why such contrasting flow? The flow in this map seems to change a lot for being a relatively simple song, for example 00:10:943 (3,4,5,6) - this changes flow multiple times 00:14:558 (1,2,3,4,5) - and here and it goes on and on. In case you don't know what flow is, it's how a player would naturally play a pattern. 00:08:775 (1,2,3,4,5,6) - This pattern plays with a counterclockwise flow for example. i can see the things youre pointing and why theyre important, but i don't see why using some flow variation in some parts of the map would be so bad, would feel boring if i used the same thing over and over Actually, you're right! No flow variation would be bad, but using it without good reason causes your map to play and seem less polished. I want to help improve this map seem polished, after all that's the job of modding, no?

You also seem to pay no regard to how hitobjects line up together. 00:10:220 (1,2,5) - In one moment, you can see these three colliding, 00:13:112 (1,4,6) - and this too.i rly dont see why this is such a problem, but moved objects a bit to prevent that Because it can look clunky and unpolished. Also, I'm really sorry for making this comment personal, I should just be talking about the map. 00:13:654 (2,3,4,5,6) - This looks like it was supposed to be a star but the hitcircles aren't lined up right. should be better now
Wrote some replies to your questions.
yShadowXOP_

Ohwow wrote:

m4m return

[ShadowX's Summer Adventures]
Main problem i have with this is that the kiai starts to have bigger jumps, but the song doesn't even change. in fact, the kiai is has the same intensity as 00:08:775 up to the kiai. The best way to map this song is to have constant density and spacing throughout the song (besides the beginning, which the song is less intense). If you want to have some variation in your mapping, then this song isn't for you. If that doesn't concern you, proceed with my mods.
00:08:232 (4,5) - line it up Ok
00:10:943 (3,1) - I think it's better if these aren't overlapping. Ok
00:07:329 (1,2) - i'd recommend having some circular flow here by doing ctrl+g on 2 or something else. Ok
00:09:859 (5,1) - Should increase spacing, it's too small right now considering how big the spacing of 00:09:317 (2,3,4) - these notes are. Ok
00:11:485 (5,1) - same ^ Ok
00:12:208 (2) - ctrl+g would improve flow from 00:11:666 (1) - Then I would move 00:12:751 (3) - for obvious reasons. i think it looks better the way it is
00:25:943 (2,1) - these 2 doesn't have the same spacing emphasis as your other jumps on the big white ticks like 00:24:498 (2,1) - 00:23:052 (2,1) - Ok 00:21:606 (2,1) - Ok
00:37:690 (1,3) - make 1 be more in the middle of 3's sliderbody Ok
00:37:690 (1,3) - You can blanket this. Ok

[ShadowX's Hard]
00:37:690 (1,3) - sliderend of 1 and sliderbody of 3 are slightly touching, space em a bit. Ok
Topic Starter
Simuzax

Osuology wrote:

M4M.

00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures. youre right, changed that in my diffs

Insane
(I also noticed 00:05:160 (1,2,3) - this is also different)
00:06:606 (1,2,3) - Why is this different from the previous ones? The only argument I can think of is that it's for tension purposes as we are just before the next section, but the tension in the song comes from the next beats with an unnormal drum loop. What's the reason behind this change? how is that different?, every pattern forms a triangle with the sliderhead, with slider rotation towards the next circle I'm sorry, I wasn't very specific about this. The angle of the triangle slowly changes, was curious about why you do this. oh i didn't think much about that, i just mapped the way i was feeling like, but changed that a bit

00:10:763 (2) - Why such contrasting flow? The flow in this map seems to change a lot for being a relatively simple song, for example 00:10:943 (3,4,5,6) - this changes flow multiple times 00:14:558 (1,2,3,4,5) - and here and it goes on and on. In case you don't know what flow is, it's how a player would naturally play a pattern. 00:08:775 (1,2,3,4,5,6) - This pattern plays with a counterclockwise flow for example. i can see the things youre pointing and why theyre important, but i don't see why using some flow variation in some parts of the map would be so bad, would feel boring if i used the same thing over and over Actually, you're right! No flow variation would be bad, but using it without good reason causes your map to play and seem less polished. I want to help improve this map seem polished, after all that's the job of modding, no? ok now i get it, but the only a way i see of fixing that in a way i'd still like the map, would be remapping the whole thing until kiai, and i dont think this is worth or necessary just because of that

You also seem to pay no regard to how hitobjects line up together. 00:10:220 (1,2,5) - In one moment, you can see these three colliding, 00:13:112 (1,4,6) - and this too.i rly dont see why this is such a problem, but moved objects a bit to prevent that Because it can look clunky and unpolished. Also, I'm really sorry for making this comment personal, I should just be talking about the map. should be fixed now, i'll be considering that more if i do have to remap that section, thx for advice 00:13:654 (2,3,4,5,6) - This looks like it was supposed to be a star but the hitcircles aren't lined up right. should be better now
Wrote some replies to your questions. Thx :D
victorfernando

Hpocks wrote:

~~ victor's Easy ~~


• 00:04:437 (2,3) - For the sake of A E S T H E T I C consistancy, 3 should have the same shape as 3, but just mirrored.

• 00:12:751 (1,2) - the structure of rhytmn suddenly changes, going from gaps between notes that are 1 1/2 mesaures (measure = white tick to white tick) to going for spaces between notes exclusively, which makes it very difficult to read. If you want to keep it consistant, you should move the 2 slider to 00:13:654 - . From there on out, it is generally more appropriate to use the exclusively 1 measure gaps between notes, as that follows the music more closely.

• 00:23:594 - ^
Fixed All
victorfernando

Maxylan wrote:

M4M From my queue ~
[victor's Light Insane]
00:05:883 (1,4,1) - This slider should be placed in the same place as 4,1 to mimic the pattern you had going if it isn't then this is a straight-up ugly overlap no matter how intentional you might say this is =p (tried something)
00:09:678 (3,3) - Overlaperino (okay)
00:11:305 (5,1) - Stackerino (no i want that overlap)
00:16:726 (1) - This should end at the red tick and not the white tick which is stronger. The white tick this ends on is even stronger than the white tick you click this on. (nop)
A guideline from the ranking criteria: You should try and not use more than 3 different slider velocities, and when you change the slider velocity it should be to emphasize something in the song. *cough* 00:19:979 (1) (This seem a little over-emphasized) (well i see)
00:32:991 (3,2) - I'll stop mentioning these but you should look through your entire diff. A lot of overlaps were intentional because they were a part of a pattern, but trust me I found way more than 3 overlaps that looked out-of-place.
Optional, but maybe add a little distance on 00:38:232 (2,3) ? (yes)

This diff was by far the most enjoyable to play out of the ones above, the flow in this diff is amazing between the different sliders and SV's. Just change up some of the aesthetics of the placements of objects and you've got a ringer right here.(ty you are my crush <3)

You got a good chance of ranking this :) Don't know about the other diffs but I'd shoot a kudosu star just to see victor's diff's making it to ranked! <3 <3 <3 love you
victorfernando

Osuology wrote:

M4M.

Victor's Light Insane
This map is quite good! There's still stuff to fix of course, but it's pretty cool.

00:10:220 (2) - Why is this slider so slow? For a light insane you change SV a lot which could be a bit confusing. (change a little)

00:14:558 (1,2,3,4) - Flow here is quite snappy, use counter clockwise like the first slider is. ok

00:27:931 (1,2) - Wow, even if you don't fix the first instance I pointed these out, this is a bit extreme. changed

victor's Easy
00:02:992 (1,3) - Why the overlap? This is literally the only place you did this ever. sorry :(

Very good otherwise.

Overall, set is fairly good and song is great! :) Good luck with this set.
victorfernando

Ohwow wrote:

m4m return

[victor's Light Insane]
00:04:437 (1) - why is there a drum sound here, just put a whistle, there's nothing in the music that supports the drum. (nop)
00:05:883 (1) - ^ (nop)
00:07:510 (3,4,5) - hitsounds? (nop)
00:08:142 (2,4) - ^ (nop)
00:08:775 (1) - finish please (nop)
aaa your snare hitsound sounds like more like a drum than a snare.
00:10:582 (3,4) - blanket (okay)
00:17:449 (3,4) - this does not look pretty. Either blanket, or make something else. (tried something)
aaa I don't know why you have SV changes when the song doesn't change. This happens in other diffs too.
00:20:702 - Ahh now these snares are sounding like snares. Why don't you used them before and use the drum sounds on drums like 00:20:883 (3) - (changed the soft custom 15 for 2 in some parts) 00:21:245 - 00:21:787 - 00:22:329 - etc etc.
00:28:654 (3) - why is there a finish, especially on a sliderend? (don't now :P )
00:30:100 (3) - ^ (:p)
00:31:546 (3) - this finish is okay, but it needs to be clickable, not on a sliderend. (no , i tried but not fit)
00:37:510 (3,1) - increase spacing, too close right now. (ok)

[Easy]
Look over spacing, needs to be consistent. 00:07:329 (4,1) - 00:25:040 (3,1) -
00:30:823 (1) - Delete NC
00:31:907 - not liking how you're skipping cymbal finish sound here 00:31:907 -

fixed

still needs work on flow too, but decided not to mention cause there's a lot more important things to work on like spacing and rhythm choice. gl.
PantyDev
Hello, i'm from modding queue(NM)
  • [Victor's easy]
  1. Nice diff
    [Normal]
  2. 00:08:052 (4,5,6) - maybe you must do this triplet a bit aligned? 00:09:136 (1) - or move this tap for blanket
  3. 00:13:112 (3,1) - This pattern is not very good
  4. 00:09:498 (2,4) - sliders is not very good too, mb copy(4 slider) paste and ctrl+g, ctrl+j?
  5. 00:17:449 (1,4) - overlap. maybe move 00:19:618 (4) - some higher?
  6. 00:21:787 (3) - copy, paste, ctrl+g replace 5 and move to 00:22:871 (5) - ?
    [Advanced]
  7. 00:16:726 (2,2) - They are very close
  8. 00:33:353 (1) - mb make this slider not a smooth?
  9. 00:37:329 (3,1,2) - damn, ovelaps.
    [ShadowX's hard]
  10. 00:28:293 (4,5) - very small distance snap, this pattern not like this 00:22:510 (4,5) - or 00:25:401 (4,5) - this
  11. 00:41:305 (1) - this tap is not on center (if you was wanted)
    [Victor's Light Insane]
  12. 00:08:775 (1,2) - fix blanket please(second slider a little bit higher)
  13. 00:13:112 (1,1,2) - i think these sliders looks same-type, and some overlaped, no?
    [Insane]
  14. 00:04:437 (1,2,3) - this pattern not looks like other. First tap a little bit lower?
  15. 00:10:943 (3) - move tap some to left
  16. 00:31:184 (2,1) - yeah, overlap
  17. 00:37:690 (1) - This slider is soooo low! Mb all objects of this pattern a little bit higher?
    [ShadowX's Summer Adventures]
  18. Everything alright dude.
Topic Starter
Simuzax

PantyDev wrote:

Hello, i'm from modding queue(NM)
  • [Normal]
  1. 00:08:052 (4,5,6) - maybe you must do this triplet a bit aligned? 00:09:136 (1) - or move this tap for blanket Changed both
  2. 00:13:112 (3,1) - This pattern is not very good i think it's okay considering (1) is more of a sharp sound
  3. 00:09:498 (2,4) - sliders is not very good too, mb copy(4 slider) paste and ctrl+g, ctrl+j? i think theyre fine rn, just moved (1,2) a lil bit
  4. 00:17:449 (1,4) - overlap. maybe move 00:19:618 (4) - some higher? my bad, moved (4) a bit and also the next slider
  5. 00:21:787 (3) - copy, paste, ctrl+g replace 5 and move to 00:22:871 (5) - ? now both sliders are rotated 10 degrees
    [Advanced]
  6. 00:16:726 (2,2) - They are very close my bad, changed
  7. 00:33:353 (1) - mb make this slider not a smooth? idk how i didnt notice that lol, changed
  8. 00:37:329 (3,1,2) - damn, ovelaps. moved most objects here
    [Insane]
  9. 00:04:437 (1,2,3) - this pattern not looks like other. First tap a little bit lower? fixed
  10. 00:10:943 (3) - move tap some to left moved just a bit along with (6)
  11. 00:31:184 (2,1) - yeah, overlap fixed
  12. 00:37:690 (1) - This slider is soooo low! Mb all objects of this pattern a little bit higher? yea my bad, changed
yShadowXOP_

PantyDev wrote:

Hello, i'm from modding queue(NM)

  • [ShadowX's hard]
  1. 00:28:293 (4,5) - very small distance snap, this pattern not like this 00:22:510 (4,5) - Ok or 00:25:401 (4,5) - this this slider does not have to be changed :/
  2. 00:41:305 (1) - this tap is not on center (if you was wanted) Fixed
rohasshiki
Hello from my queue! Please keep in mind that I am quite inexperienced with modding easy and normal difficulties, but I will try my best.

Victor's Easy
  1. 00:07:329 (4) - This blanket is slightly off
  2. 00:14:558 (3) - This blanket feels a little off as well
  3. 00:20:702 (3) - I think NC here

Normal
  1. 00:10:582 (4) - Adjust this angle slightly so it goes into the note rather than below it
  2. 00:18:895 (3,4) - Might just be me but the way they're so close to each other feels aesthetically off to me given previous spacing in the map
  3. 00:20:702 (1) - Maybe angle this into the note, idk

Advanced
  1. 00:11:666 (1,2,3,4) - This just looks a little off, maybe respace if possible so there's less overlap
  2. 00:16:004 (1) - If you're blanketing this to 00:17:088 (3) - it can be adjusted slightly
  3. 00:17:449 (1) - Same as above
  4. 00:19:257 (1,2,3) - For this diff should probably make the spacing here even
  5. 00:21:064 (2,3) - This spacing is a bit misleading imo since the following sliders of the exact same rhythm and song intensity are spaced differently
  6. 00:26:485 (1,2,3) - Same as above

Victor's Light Insane
  1. 00:08:413 (5) - Change the angle maybe? Looks kind of ugly
  2. 00:08:775 (1,2) - This blanket is ugly, readjust maybe
  3. 00:19:979 (1) - Take away NC here
  4. 00:20:702 (2) - Put it here instead
  5. 00:38:413 (3) - Maybe adjust this spacing to make it even with the previous two notes

Insane
  1. 00:08:232 (4) - Maybe bring this in a little bit to ease the spacing between this and the stream
  2. 00:12:208 (2,3) - Maybe even out spacing here
  3. 00:29:016 (1,1,2,3) - Didn't use unique slider shapes before so no real reason to use them here: they feel a bit out of place
  4. The jump section feels unwarranted, there wasn't a real change in intensity of music to warrant jumps, let alone the jumps getting bigger and bigger. But idk, that's just imo.

ShadowX's Summer Adventure
  1. 00:30:461 (1,2) - The double feels unwarranted, throws off a bit
  2. Not much in way of placement, but again jumps feel a bit unwarranted. Just my opinion though.
  3. 00:31:907 (1) - Don't really see the reason for the hitsound change, it felt fine before and the music doesn't really change so not sure why you did this.
    Again, just my opinion.

Pretty good map! Decent flow and stuff, just a few little things here and there. Good luck in the future! M4M Map: https://osu.ppy.sh/s/651083
Shanipika
Hi from mod queue

[Victor's Easy]

  1. 00:32:991 (2,4) - I'm not sure if a stack like this could cause problem on an easy. The note doesnt seem to start fading in before we actually hit 2 so its prolly fine but still pointing it out in case.
[Normal]

  1. 00:02:992 (1,2,3,4,1,2,3) - This part is mapped to the clap sounds in the easy. It feel a bit weird in the spread to not have them mapped after on the normal but individually as a map this work. It might not be that important but it still feel a bit weird imo
[Advanced]

  1. 00:29:377 (1,2,3) - You prolly want those to have a spacing similar to 00:27:570 (1,2,3,4) - If you want to keep the logic behind why those initially had a bigger spacing.
  2. 00:30:823 (1,2,3) - And then prolly adjust that to what you'll do with previous point.
  3. 00:32:269 (1,2,3,1,2,3,4) - This slider chain should follow the same kind of spacing as the previous ones (00:20:702 (1,2,3,1,2,3,4) - ) where the 3 first slider have less spacing and the 4 other have a bit more. Although tbh, I'm not sure if using spacing emphasis that way is ok in an advanced. But with the speed and the very low spacing its prolly fine.
[ShadowX's Hard]

  1. 00:33:353 (1,2) - This is a really weird rhythm change decision comapared to what was before. Would prolly be better to just have the 1/2 slider and then maybe two circle. I just dont really understand why the same sound as this 00:20:702 (2,3,4,1,2,3) - has to be mapped so differently.
[Insane]

  1. 00:19:437 (2,3,4,5,6,1) - Thats just emmmm a weird circle arrange? It just stand out weirdly cuz of how every other jump pattern has so much more organization lol
  2. 00:21:787 (1,2,3,4,5,6,7,8) - It would be cool if this pattern could reflect the lowering pitch like you did with 00:33:353 (1,2,3,4,5,6,7,8) -
  3. 00:33:353 (1,2,3,4,5,6,7,8) - This one here if you're following the pitch of the song should prolly start a little more spaced and decrease followin the pitch for this part 00:24:678 (1,2,3,4,5,6,7,8) -
  4. 00:35:160 (1,2,3,4,5,6) - This feel kinda weak for what its mapped to? Its like one of the highest pitch of the song and they have one of the lowest spacing its kinda awkward.
[ShadowX' Summer Adventure]

  1. 00:39:317 (1,2,3,4,1,2,2,3,1) - The spacing of this whole ending feel a bit underwhelming after all that huge jump section.
Just wanna put that out too but the 3 of you have different kiai timing lol. The set seems pretty good. One thing tho, if you want to do those harder diff big jump section, try to relate the jumps spacing with something cuz sometime they felt a bit randomly increasing and decreasing (atleast in the insane more than the other diff tho some felt just a bit too much in top diff to me)
Topic Starter
Simuzax

rohasshiki wrote:

Hello from my queue! Please keep in mind that I am quite inexperienced with modding easy and normal difficulties, but I will try my best.

Normal
  1. 00:10:582 (4) - Adjust this angle slightly so it goes into the note rather than below it fixed
  2. 00:18:895 (3,4) - Might just be me but the way they're so close to each other feels aesthetically off to me given previous spacing in the map moved (3) a bit
  3. 00:20:702 (1) - Maybe angle this into the note, idk changed angle just a bit

Advanced
  1. 00:11:666 (1,2,3,4) - This just looks a little off, maybe respace if possible so there's less overlap i think this is fine considering (3) is the only 1/2 slider here
  2. 00:16:004 (1) - If you're blanketing this to 00:17:088 (3) - it can be adjusted slightly fixed
  3. 00:17:449 (1) - Same as above fixed
  4. 00:19:257 (1,2,3) - For this diff should probably make the spacing here even my bad, fixed
  5. 00:21:064 (2,3) - This spacing is a bit misleading imo since the following sliders of the exact same rhythm and song intensity are spaced differently actually the intensity change is rly noticeable, but spaced these a bit more, was kinda out of place compared with the others
  6. 00:26:485 (1,2,3) - Same as above no need to change that considering previous changes

Insane
  1. 00:08:232 (4) - Maybe bring this in a little bit to ease the spacing between this and the stream done
  2. 00:12:208 (2,3) - Maybe even out spacing here done
  3. 00:29:016 (1,1,2,3) - Didn't use unique slider shapes before so no real reason to use them here: they feel a bit out of place actually i use the (1) shape everytime i follow that sound during kiai, the 3 ''weird'' shaped slider are this way to give some contrast compared with the next 3 sliders since the sound is cleaner in them
  4. The jump section feels unwarranted, there wasn't a real change in intensity of music to warrant jumps, let alone the jumps getting bigger and bigger. But idk, that's just imo.

Pretty good map! Decent flow and stuff, just a few little things here and there. Good luck in the future! M4M Map: https://osu.ppy.sh/s/651083
Thx for the mod, going to return M4M a couple hours from now or at maximum tomorrow
Topic Starter
Simuzax

Shanipika wrote:

Hi from mod queue

[Normal]

  1. 00:02:992 (1,2,3,4,1,2,3) - This part is mapped to the clap sounds in the easy. It feel a bit weird in the spread to not have them mapped after on the normal but individually as a map this work. It might not be that important but it still feel a bit weird imo i think it is fine, they're different maps after all
[Advanced]

  1. 00:29:377 (1,2,3) - You prolly want those to have a spacing similar to 00:27:570 (1,2,3,4) - If you want to keep the logic behind why those initially had a bigger spacing. the (1,2,3,4) is more intense so i dont see any problem here
  2. 00:30:823 (1,2,3) - And then prolly adjust that to what you'll do with previous point. same as above
  3. 00:32:269 (1,2,3,1,2,3,4) - This slider chain should follow the same kind of spacing as the previous ones (00:20:702 (1,2,3,1,2,3,4) - ) where the 3 first slider have less spacing and the 4 other have a bit more. fixed that Although tbh, I'm not sure if using spacing emphasis that way is ok in an advanced. But with the speed and the very low spacing its prolly fine.
[Insane]

  1. 00:19:437 (2,3,4,5,6,1) - Thats just emmmm a weird circle arrange? It just stand out weirdly cuz of how every other jump pattern has so much more organization lol wow idk how i didnt see that, its pretty gross, fixed
  2. 00:21:787 (1,2,3,4,5,6,7,8) - It would be cool if this pattern could reflect the lowering pitch like you did with 00:33:353 (1,2,3,4,5,6,7,8) - actually the 2nd kiai is rly less intense imo so thats why i didnt use a larger spacing there
  3. 00:33:353 (1,2,3,4,5,6,7,8) - This one here if you're following the pitch of the song should prolly start a little more spaced and decrease followin the pitch for this part 00:24:678 (1,2,3,4,5,6,7,8) - ^
  4. 00:35:160 (1,2,3,4,5,6) - This feel kinda weak for what its mapped to? Its like one of the highest pitch of the song and they have one of the lowest spacing its kinda awkward. increased spacing by just a bit
Just wanna put that out too but the 3 of you have different kiai timing lol. GDs can have different kiai times by RC The set seems pretty good. One thing tho, if you want to do those harder diff big jump section, try to relate the jumps spacing with something cuz sometime they felt a bit randomly increasing and decreasing i think they're fine, intensity change is rly noticeable imo(atleast in the insane more than the other diff tho some felt just a bit too much in top diff to me)
yShadowXOP_

Shanipika wrote:

Hi from mod queue

[ShadowX's Hard]

  1. 00:33:353 (1,2) - This is a really weird rhythm change decision comapared to what was before. Would prolly be better to just have the 1/2 slider and then maybe two circle Ok. I just dont really understand why the same sound as this 00:20:702 (2,3,4,1,2,3) - has to be mapped so differently.
[ShadowX' Summer Adventure]

  1. 00:39:317 (1,2,3,4,1,2,2,3,1) - The spacing of this whole ending feel a bit underwhelming after all that huge jump section. i think it's better this way because the quiet part of the song started again
Just wanna put that out too but the 3 of you have different kiai timing lol. The set seems pretty good. One thing tho, if you want to do those harder diff big jump section, try to relate the jumps spacing with something cuz sometime they felt a bit randomly increasing and decreasing (atleast in the insane more than the other diff tho some felt just a bit too much in top diff to me)
yShadowXOP_

rohasshiki wrote:

Hello from my queue! Please keep in mind that I am quite inexperienced with modding easy and normal difficulties, but I will try my best.

ShadowX's Summer Adventure
  1. 00:30:461 (1,2) - The double feels unwarranted, throws off a bit Ok
  2. Not much in way of placement, but again jumps feel a bit unwarranted. Just my opinion though.
  3. 00:31:907 (1) - Don't really see the reason for the hitsound change, it felt fine before and the music doesn't really change so not sure why you did this.
    Again, just my opinion .

Pretty good map! Decent flow and stuff, just a few little things here and there. Good luck in the future! M4M Map: https://osu.ppy.sh/s/651083
Seto Kousuke
Irc mod with shadow
2017-08-23 22:12 yShadowXOP_: ACTION is listening to [https://osu.ppy.sh/b/1376113 Brad Breeck - Gravity Falls OST (16bit cover)]
2017-08-23 22:15 Seto Kousuke: quer aquele feedback?
2017-08-23 22:16 yShadowXOP_: claro
2017-08-23 22:16 Seto Kousuke: o mapa, como esperado tá muito bom, tua estrutura é bem clean
2017-08-23 22:16 Seto Kousuke: mas ainda tem aquele problema com intensidades, e algumas inconsistencias
2017-08-23 22:16 Seto Kousuke: sem contar com alguns conceitos que acho que seria importante tu lembrar na hora de fazer uma pattern
2017-08-23 22:16 Seto Kousuke: então bora lá, um passo de cada vez
2017-08-23 22:17 Seto Kousuke: o mapa é cs 4,8...cs5 praticamente
2017-08-23 22:17 Seto Kousuke: quando o mapa é de CS alto, tu tem que botar na cabeça que 100% do tempo o jogador vai ter estresse na aim
2017-08-23 22:17 Seto Kousuke: isso é importante lembrar ^
2017-08-23 22:17 Seto Kousuke: o mapa por si só ja dá um estresse grande
2017-08-23 22:17 Seto Kousuke: então tu não pode usar patterns com um estresse demasiado que joga doloroso sem razão, por exemplo:
2017-08-23 22:17 Seto Kousuke: 00:23:232 (1,1,2) -
2017-08-23 22:18 Seto Kousuke: 2 erros grotescos aqui que apareceram , principalmente por causa do estresse do CS
2017-08-23 22:18 Seto Kousuke: 1- linha reta
2017-08-23 22:18 Seto Kousuke: logo na transição
2017-08-23 22:18 Seto Kousuke: isso joga muito dolorido...e ainda aplica um estresse muito grande no jogador
2017-08-23 22:18 Seto Kousuke: quando eu digo estresse, não é de ''URGH TO PUTO'', é estresse de desgaste
2017-08-23 22:18 Seto Kousuke: tu força o jogador a se desgastar cada vez mais sem necessidade entende?
2017-08-23 22:19 Seto Kousuke: o segundo problema é o DS delas
2017-08-23 22:19 Seto Kousuke: https://osu.ppy.sh/ss/8920529 observa como é ''quase o msm DS''
2017-08-23 22:19 Seto Kousuke: eu dei um NC ali só pra tu ver as setinhas
2017-08-23 22:19 Seto Kousuke: se fosse o mesmo DS, seria menos doloroso
2017-08-23 22:19 Seto Kousuke: mas como tu faz o 3 ficar menor do que 1->2 é ainda mais estresse na mira do jogador
2017-08-23 22:19 Seto Kousuke: porque além de ele ter que manter a mira numa velocidade super constante e estressada
2017-08-23 22:20 Seto Kousuke: tu ainda faz ele ter que diminuir a velocidade no meio do caminho
2017-08-23 22:20 Seto Kousuke: fazendo com que seja um movimento super merda de jogar
2017-08-23 22:20 yShadowXOP_: entao deveria diminuir os DS da slider aos circulos?
2017-08-23 22:20 Seto Kousuke: hmmm.....das 2 uma:
2017-08-23 22:20 Seto Kousuke: ou tu deixa o DS do 1->2 igual ao de 2->3
2017-08-23 22:20 Seto Kousuke: ou tu tira essa linha reta
2017-08-23 22:20 Seto Kousuke: e bota um ângulo melhor
2017-08-23 22:21 Seto Kousuke: regra de bíblia: todos os movimentos de 90° são levemente doloridos...todos os movimentos de 80°-40° são super confortaveis
2017-08-23 22:21 Seto Kousuke: e os de 30° pra baixo são situacionais, precisam de uma pattern e motivo
2017-08-23 22:21 Seto Kousuke: todos os movimentos de 91° pra cima vão jogar esquisito, a não ser que tu faça uma pattern bacana
2017-08-23 22:21 Seto Kousuke: e um flow bacana...mas mesmo assim, não é recomendado abusar muito
2017-08-23 22:22 Seto Kousuke: linha reta = 180°, entende agora? o
2017-08-23 22:22 Seto Kousuke: o:
2017-08-23 22:22 yShadowXOP_: tendeu ;v vo replanejar esse meu kiai da vida
2017-08-23 22:22 Seto Kousuke: poise, isso acontece bastante
2017-08-23 22:22 Seto Kousuke: 00:26:124 (1,1,2) -
2017-08-23 22:22 Seto Kousuke: não foi 180° mas muito próximo
2017-08-23 22:22 Seto Kousuke: mesmo problema
2017-08-23 22:23 Seto Kousuke: 00:29:016 (1,1,2) - aqui tambem, um pouco acima de 90°
2017-08-23 22:23 Seto Kousuke: e com um DS bem mais doloroso do 1->1
2017-08-23 22:23 Seto Kousuke: é um problema similar ao mapa do imperial circus, as transições tão com uns movimentos muito estressantes e ainda com DS inconsistente entende
2017-08-23 22:24 Seto Kousuke: agora pro segundo problema
2017-08-23 22:24 Seto Kousuke: intensidades
2017-08-23 22:24 Seto Kousuke: ao que deu de entender do teu mapping, da música e da escolha de kiai
2017-08-23 22:24 Seto Kousuke: era pra ser '' intensidade ok...KIAI WOW....intensidade ok'' fim do mapa
2017-08-23 22:24 Seto Kousuke: no entanto, tu fez ''intensidade ok com inconsistencia....KIAI WOW....KIAI WOW'' fim do mapa
2017-08-23 22:24 Seto Kousuke: isso é claramente observado aqui olha só
2017-08-23 22:25 Seto Kousuke: 00:32:269 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) -
2017-08-23 22:25 Seto Kousuke: isso é muito igual se não tão forte quanto as que tem no kiai
2017-08-23 22:25 Seto Kousuke: quando tá super diferente do começo do mapa
2017-08-23 22:25 Seto Kousuke: por mais que tu quisesse fazer ele ser mais forte que o inicio do mapa, ainda tá forte demais
2017-08-23 22:25 Seto Kousuke: tá muito igual o kiai, tornando assim inconsistente a construção das sessões
2017-08-23 22:26 yShadowXOP_: hm entao seria aconcelhavem dimunir um pouco mais o DS dele?
2017-08-23 22:26 Seto Kousuke: sim
2017-08-23 22:26 Seto Kousuke: ou isso, ou mudar algumas singles pra sliders
2017-08-23 22:26 Seto Kousuke: igual tu fez no inicio do mapa
2017-08-23 22:26 Seto Kousuke: usar menos DS e mais sliders
2017-08-23 22:26 Seto Kousuke: ja acabou o kiai, ja acabou a energia, não precisa meter pattern de 13 single notes com jumps
2017-08-23 22:27 Seto Kousuke: alguma dúvida sobre esse ponto?
2017-08-23 22:27 Seto Kousuke: ou posso ir pro próximo
2017-08-23 22:27 yShadowXOP_: pode ir
2017-08-23 22:27 Seto Kousuke: baleza
2017-08-23 22:28 Seto Kousuke: agora é sobre a inconsistencia da intro
2017-08-23 22:28 Seto Kousuke: como eu havia falado, a intro era pra ser ''ok'' na intensidade correto?
2017-08-23 22:28 Seto Kousuke: mais fraco que o kiai
2017-08-23 22:28 Seto Kousuke: e mais fraco ou igual ao fim do mapa
2017-08-23 22:28 Seto Kousuke: então fica muito bagunçado e inconsistente você começar com isso aqui:
2017-08-23 22:28 Seto Kousuke: 00:08:775 (1,2,3,4,5) -
2017-08-23 22:28 Seto Kousuke: compara esse DS absurdo
2017-08-23 22:28 Seto Kousuke: com isso aqui 00:09:859 (5,1,2,3) -
2017-08-23 22:29 Seto Kousuke: olha a diferença brutal
2017-08-23 22:29 Seto Kousuke: e a música tá simplesmente igual, super de boa
2017-08-23 22:29 Seto Kousuke: 00:13:112 (1,2,3,4) - e aqui tu continua fraco
2017-08-23 22:29 Seto Kousuke: ou seja, dá de entender que era pra intro ser fraca
2017-08-23 22:29 Seto Kousuke: mas ali no começo tem uma explosão absurda
2017-08-23 22:29 Seto Kousuke: 00:10:943 (3,4,5) - mesma coisa aqui
2017-08-23 22:30 Seto Kousuke: toda hora tu fica trocando a lógica de intensidade
2017-08-23 22:30 Seto Kousuke: uma hora tu explode do nada, outra hora tu faz jump em uma sessão onde logo depois tu fez super perto e era o mesmo som
2017-08-23 22:30 Seto Kousuke: tu precisa manter uma ideia na cabeça e falar ''ok, vai funcionar assim:''
2017-08-23 22:30 Seto Kousuke: o teu estilo é super clean e bem estruturado no visual, então tu acaba ficando preso às lógicas de estrutura
2017-08-23 22:31 Seto Kousuke: ai tu meio que é obrigado a seguir elas...então tu precisa ficar consistente
2017-08-23 22:31 Seto Kousuke: 00:13:112 (1,2,3,4) - por exemplo aqui era a transição, e tu fez super apertado com pouco DS
2017-08-23 22:32 Seto Kousuke: 00:10:943 (3,4,5,1) - mas aqui tu fez jump
2017-08-23 22:32 Seto Kousuke: e a primeira transição que eu linkei é muito mais importante que essa
2017-08-23 22:32 Seto Kousuke: e só pra finalizar, lembra o que eu falei dos angulos? 00:14:558 (1,2,3) -
2017-08-23 22:32 yShadowXOP_: yup
2017-08-23 22:33 Seto Kousuke: além de isso ser muito agudo pra esse momento, olha o que tu faz logo em seguida:
2017-08-23 22:33 Seto Kousuke: 00:15:100 (2,3,4) - viu a linha reta?
2017-08-23 22:33 Seto Kousuke: por mais que seja 2 sliders 1/2 espelhados
2017-08-23 22:33 Seto Kousuke: eles jogam parado por causa do tamanho deles
2017-08-23 22:33 Seto Kousuke: então fica 2 issues combadas...o angulo bem agudo com a linha reta
2017-08-23 22:33 Seto Kousuke: essa pattern em sí joga muito wanky
2017-08-23 22:34 Seto Kousuke: 00:16:004 (1,2,3) - ó a linha reta enfraquecendo o flow de novo
2017-08-23 22:34 Seto Kousuke: e bom, é isso
2017-08-23 22:34 Seto Kousuke: o mapa tá bem estruturadinho, tá bonito....mas tem problemas similares ao do circus lá, inconsistencia nos DS e problema de ênfase nos momentos adequados
2017-08-23 22:35 Seto Kousuke: te aconselho padronizar as coisas ''pra 1/2 comuns eu vou usar X de DS''
2017-08-23 22:35 Seto Kousuke: ''pra 1/2 jump em transição e afins eu uso Y''
2017-08-23 22:35 Seto Kousuke: ''pra momentos MUITO fortes eu uso Z''
2017-08-23 22:35 Seto Kousuke: ''pra momentos onde não é intensidade mas preciso de um pequeno jump pra pattern eu uso X + B''
2017-08-23 22:35 Seto Kousuke: etc
2017-08-23 22:38 Seto Kousuke: agora o que não é um erro, mas uma observação mesmo
2017-08-23 22:38 Seto Kousuke: não é melhor deletar isso? 00:04:076 (4) -
2017-08-23 22:38 Seto Kousuke: 00:03:714 (3) - faz uma reverse
2017-08-23 22:38 Seto Kousuke: 00:04:257 - bota single note aqui
2017-08-23 22:38 Seto Kousuke: ritmo vai fazer muito mais sentido com a música, porque se tu bota 2 cliques de slider 1/2 ali
2017-08-23 22:38 Seto Kousuke: tu tá dizendo que os 2 cliques são importantes no ritmo
2017-08-23 22:39 Seto Kousuke: quando o que tu apresentou foi 00:02:992 (1) -
2017-08-23 22:39 Seto Kousuke: o que de fato joga melhor do que 2 cliques
2017-08-23 22:40 yShadowXOP_: hm ate q fico melhor msm

fiz um irc mod com o shadow na ultima diff, percebi agora que o mapset é de BRs, se vocês quiserem um irc mod também, é só me procurar in-game quando eu não estiver jogando que eu dou uma olhada :)
victorfernando

PantyDev wrote:

Hello, i'm from modding queue(NM)
  • [Victor's easy]
  1. Nice diff (thank you)

    [Victor's Light Insane]
  2. 00:08:775 (1,2) - fix blanket please(second slider a little bit higher) (OK)
  3. 00:13:112 (1,1,2) - i think these sliders looks same-type, and some overlaped, no? (no)
victorfernando

rohasshiki wrote:

Hello from my queue! Please keep in mind that I am quite inexperienced with modding easy and normal difficulties, but I will try my best.

Victor's Easy
  1. 00:07:329 (4) - This blanket is slightly off FIXED
  2. 00:14:558 (3) - This blanket feels a little off as well FIXED
  3. 00:20:702 (3) - I think NC here FIXED

Victor's Light Insane
  1. 00:08:413 (5) - Change the angle maybe? Looks kind of ugly OK
  2. 00:08:775 (1,2) - This blanket is ugly, readjust maybe OK
  3. 00:19:979 (1) - Take away NC here OK
  4. 00:20:702 (2) - Put it here instead OK
  5. 00:38:413 (3) - Maybe adjust this spacing to make it even with the previous two notes OK
-Master-

Seto Kousuke wrote:

Irc mod with shadow
2017-08-23 22:12 yShadowXOP_: ACTION is listening to [https://osu.ppy.sh/b/1376113 Brad Breeck - Gravity Falls OST (16bit cover)]
2017-08-23 22:15 Seto Kousuke: quer aquele feedback?
2017-08-23 22:16 yShadowXOP_: claro
2017-08-23 22:16 Seto Kousuke: o mapa, como esperado tá muito bom, tua estrutura é bem clean
2017-08-23 22:16 Seto Kousuke: mas ainda tem aquele problema com intensidades, e algumas inconsistencias
2017-08-23 22:16 Seto Kousuke: sem contar com alguns conceitos que acho que seria importante tu lembrar na hora de fazer uma pattern
2017-08-23 22:16 Seto Kousuke: então bora lá, um passo de cada vez
2017-08-23 22:17 Seto Kousuke: o mapa é cs 4,8...cs5 praticamente
2017-08-23 22:17 Seto Kousuke: quando o mapa é de CS alto, tu tem que botar na cabeça que 100% do tempo o jogador vai ter estresse na aim
2017-08-23 22:17 Seto Kousuke: isso é importante lembrar ^
2017-08-23 22:17 Seto Kousuke: o mapa por si só ja dá um estresse grande
2017-08-23 22:17 Seto Kousuke: então tu não pode usar patterns com um estresse demasiado que joga doloroso sem razão, por exemplo:
2017-08-23 22:17 Seto Kousuke: 00:23:232 (1,1,2) -
2017-08-23 22:18 Seto Kousuke: 2 erros grotescos aqui que apareceram , principalmente por causa do estresse do CS
2017-08-23 22:18 Seto Kousuke: 1- linha reta
2017-08-23 22:18 Seto Kousuke: logo na transição
2017-08-23 22:18 Seto Kousuke: isso joga muito dolorido...e ainda aplica um estresse muito grande no jogador
2017-08-23 22:18 Seto Kousuke: quando eu digo estresse, não é de ''URGH TO PUTO'', é estresse de desgaste
2017-08-23 22:18 Seto Kousuke: tu força o jogador a se desgastar cada vez mais sem necessidade entende?
2017-08-23 22:19 Seto Kousuke: o segundo problema é o DS delas
2017-08-23 22:19 Seto Kousuke: https://osu.ppy.sh/ss/8920529 observa como é ''quase o msm DS''
2017-08-23 22:19 Seto Kousuke: eu dei um NC ali só pra tu ver as setinhas
2017-08-23 22:19 Seto Kousuke: se fosse o mesmo DS, seria menos doloroso
2017-08-23 22:19 Seto Kousuke: mas como tu faz o 3 ficar menor do que 1->2 é ainda mais estresse na mira do jogador
2017-08-23 22:19 Seto Kousuke: porque além de ele ter que manter a mira numa velocidade super constante e estressada
2017-08-23 22:20 Seto Kousuke: tu ainda faz ele ter que diminuir a velocidade no meio do caminho
2017-08-23 22:20 Seto Kousuke: fazendo com que seja um movimento super merda de jogar
2017-08-23 22:20 yShadowXOP_: entao deveria diminuir os DS da slider aos circulos?
2017-08-23 22:20 Seto Kousuke: hmmm.....das 2 uma:
2017-08-23 22:20 Seto Kousuke: ou tu deixa o DS do 1->2 igual ao de 2->3
2017-08-23 22:20 Seto Kousuke: ou tu tira essa linha reta
2017-08-23 22:20 Seto Kousuke: e bota um ângulo melhor
2017-08-23 22:21 Seto Kousuke: regra de bíblia: todos os movimentos de 90° são levemente doloridos...todos os movimentos de 80°-40° são super confortaveis
2017-08-23 22:21 Seto Kousuke: e os de 30° pra baixo são situacionais, precisam de uma pattern e motivo
2017-08-23 22:21 Seto Kousuke: todos os movimentos de 91° pra cima vão jogar esquisito, a não ser que tu faça uma pattern bacana
2017-08-23 22:21 Seto Kousuke: e um flow bacana...mas mesmo assim, não é recomendado abusar muito
2017-08-23 22:22 Seto Kousuke: linha reta = 180°, entende agora? o
2017-08-23 22:22 Seto Kousuke: o:
2017-08-23 22:22 yShadowXOP_: tendeu ;v vo replanejar esse meu kiai da vida
2017-08-23 22:22 Seto Kousuke: poise, isso acontece bastante
2017-08-23 22:22 Seto Kousuke: 00:26:124 (1,1,2) -
2017-08-23 22:22 Seto Kousuke: não foi 180° mas muito próximo
2017-08-23 22:22 Seto Kousuke: mesmo problema
2017-08-23 22:23 Seto Kousuke: 00:29:016 (1,1,2) - aqui tambem, um pouco acima de 90°
2017-08-23 22:23 Seto Kousuke: e com um DS bem mais doloroso do 1->1
2017-08-23 22:23 Seto Kousuke: é um problema similar ao mapa do imperial circus, as transições tão com uns movimentos muito estressantes e ainda com DS inconsistente entende
2017-08-23 22:24 Seto Kousuke: agora pro segundo problema
2017-08-23 22:24 Seto Kousuke: intensidades
2017-08-23 22:24 Seto Kousuke: ao que deu de entender do teu mapping, da música e da escolha de kiai
2017-08-23 22:24 Seto Kousuke: era pra ser '' intensidade ok...KIAI WOW....intensidade ok'' fim do mapa
2017-08-23 22:24 Seto Kousuke: no entanto, tu fez ''intensidade ok com inconsistencia....KIAI WOW....KIAI WOW'' fim do mapa
2017-08-23 22:24 Seto Kousuke: isso é claramente observado aqui olha só
2017-08-23 22:25 Seto Kousuke: 00:32:269 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) -
2017-08-23 22:25 Seto Kousuke: isso é muito igual se não tão forte quanto as que tem no kiai
2017-08-23 22:25 Seto Kousuke: quando tá super diferente do começo do mapa
2017-08-23 22:25 Seto Kousuke: por mais que tu quisesse fazer ele ser mais forte que o inicio do mapa, ainda tá forte demais
2017-08-23 22:25 Seto Kousuke: tá muito igual o kiai, tornando assim inconsistente a construção das sessões
2017-08-23 22:26 yShadowXOP_: hm entao seria aconcelhavem dimunir um pouco mais o DS dele?
2017-08-23 22:26 Seto Kousuke: sim
2017-08-23 22:26 Seto Kousuke: ou isso, ou mudar algumas singles pra sliders
2017-08-23 22:26 Seto Kousuke: igual tu fez no inicio do mapa
2017-08-23 22:26 Seto Kousuke: usar menos DS e mais sliders
2017-08-23 22:26 Seto Kousuke: ja acabou o kiai, ja acabou a energia, não precisa meter pattern de 13 single notes com jumps
2017-08-23 22:27 Seto Kousuke: alguma dúvida sobre esse ponto?
2017-08-23 22:27 Seto Kousuke: ou posso ir pro próximo
2017-08-23 22:27 yShadowXOP_: pode ir
2017-08-23 22:27 Seto Kousuke: baleza
2017-08-23 22:28 Seto Kousuke: agora é sobre a inconsistencia da intro
2017-08-23 22:28 Seto Kousuke: como eu havia falado, a intro era pra ser ''ok'' na intensidade correto?
2017-08-23 22:28 Seto Kousuke: mais fraco que o kiai
2017-08-23 22:28 Seto Kousuke: e mais fraco ou igual ao fim do mapa
2017-08-23 22:28 Seto Kousuke: então fica muito bagunçado e inconsistente você começar com isso aqui:
2017-08-23 22:28 Seto Kousuke: 00:08:775 (1,2,3,4,5) -
2017-08-23 22:28 Seto Kousuke: compara esse DS absurdo
2017-08-23 22:28 Seto Kousuke: com isso aqui 00:09:859 (5,1,2,3) -
2017-08-23 22:29 Seto Kousuke: olha a diferença brutal
2017-08-23 22:29 Seto Kousuke: e a música tá simplesmente igual, super de boa
2017-08-23 22:29 Seto Kousuke: 00:13:112 (1,2,3,4) - e aqui tu continua fraco
2017-08-23 22:29 Seto Kousuke: ou seja, dá de entender que era pra intro ser fraca
2017-08-23 22:29 Seto Kousuke: mas ali no começo tem uma explosão absurda
2017-08-23 22:29 Seto Kousuke: 00:10:943 (3,4,5) - mesma coisa aqui
2017-08-23 22:30 Seto Kousuke: toda hora tu fica trocando a lógica de intensidade
2017-08-23 22:30 Seto Kousuke: uma hora tu explode do nada, outra hora tu faz jump em uma sessão onde logo depois tu fez super perto e era o mesmo som
2017-08-23 22:30 Seto Kousuke: tu precisa manter uma ideia na cabeça e falar ''ok, vai funcionar assim:''
2017-08-23 22:30 Seto Kousuke: o teu estilo é super clean e bem estruturado no visual, então tu acaba ficando preso às lógicas de estrutura
2017-08-23 22:31 Seto Kousuke: ai tu meio que é obrigado a seguir elas...então tu precisa ficar consistente
2017-08-23 22:31 Seto Kousuke: 00:13:112 (1,2,3,4) - por exemplo aqui era a transição, e tu fez super apertado com pouco DS
2017-08-23 22:32 Seto Kousuke: 00:10:943 (3,4,5,1) - mas aqui tu fez jump
2017-08-23 22:32 Seto Kousuke: e a primeira transição que eu linkei é muito mais importante que essa
2017-08-23 22:32 Seto Kousuke: e só pra finalizar, lembra o que eu falei dos angulos? 00:14:558 (1,2,3) -
2017-08-23 22:32 yShadowXOP_: yup
2017-08-23 22:33 Seto Kousuke: além de isso ser muito agudo pra esse momento, olha o que tu faz logo em seguida:
2017-08-23 22:33 Seto Kousuke: 00:15:100 (2,3,4) - viu a linha reta?
2017-08-23 22:33 Seto Kousuke: por mais que seja 2 sliders 1/2 espelhados
2017-08-23 22:33 Seto Kousuke: eles jogam parado por causa do tamanho deles
2017-08-23 22:33 Seto Kousuke: então fica 2 issues combadas...o angulo bem agudo com a linha reta
2017-08-23 22:33 Seto Kousuke: essa pattern em sí joga muito wanky
2017-08-23 22:34 Seto Kousuke: 00:16:004 (1,2,3) - ó a linha reta enfraquecendo o flow de novo
2017-08-23 22:34 Seto Kousuke: e bom, é isso
2017-08-23 22:34 Seto Kousuke: o mapa tá bem estruturadinho, tá bonito....mas tem problemas similares ao do circus lá, inconsistencia nos DS e problema de ênfase nos momentos adequados
2017-08-23 22:35 Seto Kousuke: te aconselho padronizar as coisas ''pra 1/2 comuns eu vou usar X de DS''
2017-08-23 22:35 Seto Kousuke: ''pra 1/2 jump em transição e afins eu uso Y''
2017-08-23 22:35 Seto Kousuke: ''pra momentos MUITO fortes eu uso Z''
2017-08-23 22:35 Seto Kousuke: ''pra momentos onde não é intensidade mas preciso de um pequeno jump pra pattern eu uso X + B''
2017-08-23 22:35 Seto Kousuke: etc
2017-08-23 22:38 Seto Kousuke: agora o que não é um erro, mas uma observação mesmo
2017-08-23 22:38 Seto Kousuke: não é melhor deletar isso? 00:04:076 (4) -
2017-08-23 22:38 Seto Kousuke: 00:03:714 (3) - faz uma reverse
2017-08-23 22:38 Seto Kousuke: 00:04:257 - bota single note aqui
2017-08-23 22:38 Seto Kousuke: ritmo vai fazer muito mais sentido com a música, porque se tu bota 2 cliques de slider 1/2 ali
2017-08-23 22:38 Seto Kousuke: tu tá dizendo que os 2 cliques são importantes no ritmo
2017-08-23 22:39 Seto Kousuke: quando o que tu apresentou foi 00:02:992 (1) -
2017-08-23 22:39 Seto Kousuke: o que de fato joga melhor do que 2 cliques
2017-08-23 22:40 yShadowXOP_: hm ate q fico melhor msm

fiz um irc mod com o shadow na ultima diff, percebi agora que o mapset é de BRs, se vocês quiserem um irc mod também, é só me procurar in-game quando eu não estiver jogando que eu dou uma olhada :)
AUY8HUHAUHASNUDMH ASHGDSAHYUAYHUAAUHAUHAUH
rockstarrzz
Hi, from modreqs

Victor's Easy
00:22:871 (6,1) - This gap seems..awkward, maybe change 6 into a slider?
00:30:823 (1) - remove nc
yeah, solid map, not much to say

Normal
Reduce OD to 3?
00:02:992 (1,3) - could make same shape?
00:08:594 (5,6) - i think make these parallel to 4?
00:19:618 (4,1) - spacing seems a bit big
00:26:124 (5) - nc
00:26:485 (1) - remove nc
00:35:160 (1) - same slider as 5
there are nc issues but it's really weird as alot are on slidertails

Advanced
AR5.5/6 OD4.5/5 ?
00:04:437 (1) - same angle as 00:02:992 (1)
00:05:883 (1,3) - keep angles consistent, decide on a couple to use throughout the map and stick to it otherwise it seems too random
00:12:208 (2,3,4) - overlaps look a bit crap
00:24:678 (1,2,3,4) - looks ugly, take the first one and rotate the other 3 by the same angle, 90, 180, 270 ect
00:35:160 (1) - remove nc
hm..there are some slider shape/angle issues here

ShadowX's Hard
AR8 OD6 is far too high for a <3*, consider AR7 OD6, even then that seems a bit high
00:03:714 (3,4) - add note inbetween on red?
00:05:160 (3,4) - same
00:06:606 (3,4) - ^
00:13:654 (2,4) - stack properly
00:14:558 (1,2) - blanket?
rest is very good
maybe you could scale it up a little bit to make it 3.15* or so?

Victor's Light Insane
00:09:859 (1) - rotate and copy paste for 2
00:19:979 (1) - remove nc
00:21:064 (1,2) - rotate by same angle
00:29:377 (1,2) - parallel
00:38:413 (3) - extend to red?
good map

Insane
jump spam is a little ott imo
00:29:377 (1) - remove nc
00:29:377 (1,2,3) - keep slider shape consistent
00:30:823 (1) - remove nc
00:32:269 (1) - ^
00:32:269 (1,2,3,4,5,6) - too random
00:35:160 (1,2,3,4,5,6) - ew god no, don't do that
00:36:787 (2,3) - blanket
00:41:305 (1) - put in center

ShadowX's Summer Adventure
wow this jump spam
change to od9 and u got a 'good' farm map here
00:17:449 (1,2,3) - maybe some spacing here?
00:18:895 (1,2,3,4) - and here
00:31:726 (2,1) - too close
Topic Starter
Simuzax

rockstarrzz wrote:

Hi, from modreqs

Normal
Reduce OD to 3? i think its fine
00:02:992 (1,3) - could make same shape? done
00:08:594 (5,6) - i think make these parallel to 4? its alright rn imo
00:19:618 (4,1) - spacing seems a bit big reduced just a bit
00:26:124 (5) - nc my bad, fixed
00:26:485 (1) - remove nc previous sound is rly distinct imo so another NC here is fine
00:35:160 (1) - same slider as 5 sound are pretty different so i dont see why
there are nc issues but it's really weird as alot are on slidertails

Advanced
AR5.5/6 OD4.5/5 ? increased AR to 6, OD is already at 5 .-.
00:04:437 (1) - same angle as 00:02:992 (1) just variating a bit, i dont see that as a problem
00:05:883 (1,3) - keep angles consistent, decide on a couple to use throughout the map and stick to it otherwise it seems too random ^
00:12:208 (2,3,4) - overlaps look a bit crap moved objects a bit
00:24:678 (1,2,3,4) - looks ugly, take the first one and rotate the other 3 by the same angle, 90, 180, 270 ect looks fine to me rn, i'll consider changing if someone point that out again
00:35:160 (1) - remove nc explanation for that in Normal
hm..there are some slider shape/angle issues here

Insane
jump spam is a little ott imo
00:29:377 (1) - remove nc explanation for that in Normal
00:29:377 (1,2,3) - keep slider shape consistent that's to make contrast with the next 3 sliders since they have a cleaner sound imo
00:30:823 (1) - remove nc explanation for that in Normal
00:32:269 (1) - ^ ^
00:32:269 (1,2,3,4,5,6) - too random wow i didn't notice that, fixed
00:35:160 (1,2,3,4,5,6) - ew god no, don't do that why not? :(
00:36:787 (2,3) - blanket sure
00:41:305 (1) - put in center doesn't change much but i prefer it where it is rn
yShadowXOP_

rockstarrzz wrote:

Hi, from modreqs

ShadowX's Hard
AR8 OD6 is far too high for a <3*, consider AR7 OD6, even then that seems a bit high
00:03:714 (3,4) - add note inbetween on red? Nop,because in this part I'm following the "clap"
00:05:160 (3,4) - same ^
00:06:606 (3,4) - ^ ^
00:13:654 (2,4) - stack properly Ok
00:14:558 (1,2) - blanket? Nop
rest is very good
maybe you could scale it up a little bit to make it 3.15* or so? i'll think about it later

ShadowX's Summer Adventure
wow this jump spam
change to od9 and u got a 'good' farm map here
00:17:449 (1,2,3) - maybe some spacing here? Nop
00:18:895 (1,2,3,4) - and here ^
00:31:726 (2,1) - too close Ok

Thanks For Modding :D
Lusumi
Smol mod lul

  • ShadowX's Summer Adventures
  1. 00:20:160 (5,6) - to what are they mapped? it seems overmapped to me at least lol
  2. 00:24:678 (1,1,2) - looks a bit unorganized u could try structuring the jumps a bit more
  3. 00:28:293 (1,2,1,2) - i think they are a bit too spaced like most jumps here are 2 - 2.5 and 00:28:654 (1,2) - they increase up to 3.0 for no reason it should rather be lower spaced cuz pitch is lower too
  4. 00:30:823 (1,2,1,2,1,2) - uh... contrast isnt there it feels almost as spaced as the jumps before making the jumps before that less spaced fixxes that and makes the difference of it more noticable (cuz u apparently tried to make the higher pitch there stand out with moar spacing)
  5. 00:30:100 (1,1) - unintended overlap i guess... looks kinda bad try to structure it a bit more
  6. 00:32:991 (1,2) - same
yShadowXOP_

Moge-ko wrote:

Smol mod lul

  • ShadowX's Summer Adventures
  1. 00:20:160 (5,6) - to what are they mapped? it seems overmapped to me at least lol maybe it's a little bit for consistency?
  2. 00:24:678 (1,1,2) - looks a bit unorganized u could try structuring the jumps a bit more Ok
  3. 00:28:293 (1,2,1,2) - i think they are a bit too spaced like most jumps here are 2 - 2.5 and 00:28:654 (1,2) - they increase up to 3.0 for no reason it should rather be lower spaced cuz pitch is lower too Fixed
  4. 00:30:823 (1,2,1,2,1,2) - uh... contrast isnt there it feels almost as spaced as the jumps before making the jumps before that less spaced fixxes that and makes the difference of it more noticable (cuz u apparently tried to make the higher pitch there stand out with moar spacing) i tried to highlight the finishing of the kiai with an extra spacing
  5. 00:30:100 (1,1) - unintended overlap i guess... looks kinda bad try to structure it a bit more i think this overlap is great
  6. 00:32:991 (1,2) - same ^
Thanks For Modding :)
Vivyanne
honestly can the N sampleset just be gone? it's so noisy when you had calm S hitsounds before man.

if you don't wanna change please at least add a silent sliderslide to it to remove like 90% of the annoyance thanks in advance
UniqueBlock11
Hello from my queue.
general

Add ShadowX and Victor to tags
Kiai inconsistencies:

Not extremely important, but combo color inconsistencies:


Your map has +12 SP, you can get Beatmap Nominators to check your map.

victor's easy

00:11:666 (4) - NC, this slider occurs on the start of a measure, and remove NC on 00:12:751 (1).
00:14:558 (3) - NC for same reason ^, remove NC on 00:15:642 (1).
00:17:449 (4) - NC ^, remove NC on 00:18:895 (1).
00:20:702 (3) - NC ^
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed.

normal

00:18:895 (3) - This slider overlaps the error bar at the bottom of the screen, you don't have to move it but I'd recommend you do.
00:19:618 (4,1) - Distance snap problem in Normal diff, (1) to far from (4).
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed.
00:26:124 (1) - Remove NC, this is only a transition from the previous combo to the next and shouldn't be NCed. This also keeps combos consistent in your map.
00:31:907 - Kiai starts here ^, and have it end at 00:38:413 (6). Otherwise, you'd have a 3 second Kiai period...

advanced

00:08:775 (5) - Add NC, and remove NC on 00:09:136 (2), this looks and flows better with the music.
00:11:666 (1,2,3,4) - This distance snapping looks a bit misleading, you should space (3) and (4) the same way you did (1) and (2) to prevent confusion.
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed.
00:31:907 - Kiai starts here ^, and have it end at 00:38:413 (6).

shadowx's hard

00:13:112 (1,3) - You can improve this blanket.
00:37:690 (1,3) - ^

victor's light insane

Redundant inherited timing points:
00:10:582
00:31:726
00:38:775

00:06:967 (1) - Remove NC and add NC on 00:07:329 (2), since (1) is on an upbeat and shouldn't have NC.
00:08:775 (1,2) - Improve this blanket.
00:14:558 (1,3) - ^
00:09:859 (1) - Remove NC and add NC on 00:10:220 (2) for same reason ^
00:13:654 (1) - Placing NC on this note creates an inconsistency with the rest of your map, remove it. Also you'll get a nice same color blanket that way.
00:15:642 (1) - Use a NC pattern like this:

This pattern will emphasize the buildup and keeps things consistent with the NC pattern at 00:15:642 (1) and 00:16:726 (1).
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed.
00:27:570 (4) - Add NC and remove NC on 00:27:931 (1) for consistency with the combo right before this combo.
00:35:883 (1) - Use this NC pattern:

This pattern does the same as the above NC pattern ^

insane

You jumped an entire star from the previous difficulty to this one... that's not a good thing. You might want to lower the difficulty of this map by a bit.

00:08:775 (1) - Improve this sliderwave for visual appeal:

00:23:232 (1) - ^
00:26:124 (1) - ^
00:36:245 (1,2,3) - Improve the double blankets here.

shadowx's summer adventures

00:08:413 (5) - If you're evil like me, convert this to a stream and challenge the insanely pro players without regrets (optional).
00:20:341 - Use softer hitsounds here, using this loud normal sampleset is really startling.
Topic Starter
Simuzax

UniqueBlock11 wrote:

Hello from my queue.
general

Add ShadowX and Victor to tags done
Kiai inconsistencies: GDs dont need to have same kiai times

Not extremely important, but combo color inconsistencies: fixed


Your map has +12 SP, you can get Beatmap Nominators to check your map. i'll do that

normal

00:18:895 (3) - This slider overlaps the error bar at the bottom of the screen, you don't have to move it but I'd recommend you do. i'll keep that for now, i'll change only if necessary
00:19:618 (4,1) - Distance snap problem in Normal diff, (1) to far from (4). i dont see that as a huge deal, i'm just emphasizing the kiai start
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed. actually youre timestamp is where the song ''transition'' to kiai is, then 00:20:702 (1) - is where the intense and characteristic parts kick in so i dont see any problem here
00:26:124 (1) - Remove NC, this is only a transition from the previous combo to the next and shouldn't be NCed. This also keeps combos consistent in your map. this is a very distinct from the others so i dont see any problem NCing that also
00:31:907 - Kiai starts here ^, and have it end at 00:38:413 (6). Otherwise, you'd have a 3 second Kiai period... explanation above, and the map has 38sec drain, 3sec kiai isnt out of place imo

advanced

00:08:775 (5) - Add NC, and remove NC on 00:09:136 (2), this looks and flows better with the music. done
00:11:666 (1,2,3,4) - This distance snapping looks a bit misleading, you should space (3) and (4) the same way you did (1) and (2) to prevent confusion. my bad, fixed
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed. explanation for that in normal
00:31:907 - Kiai starts here ^, and have it end at 00:38:413 (6). ^

insane

You jumped an entire star from the previous difficulty to this one... that's not a good thing. You might want to lower the difficulty of this map by a bit. yeah, i'll probably need to nerf this down a bit, but i'll keep that as it is rn

00:08:775 (1) - Improve this sliderwave for visual appeal: done

00:23:232 (1) - ^ as said in normal, i find this sound pretty distinct from the others so a different slider shape is suitable
00:26:124 (1) - ^ ^
00:36:245 (1,2,3) - Improve the double blankets here. done
Thx for the mod :D
yShadowXOP_

UniqueBlock11 wrote:

Hello from my queue.

shadowx's hard

00:13:112 (1,3) - You can improve this blanket. Fixed
00:37:690 (1,3) - ^ ^

shadowx's summer adventures

00:08:413 (5) - If you're evil like me, convert this to a stream and challenge the insanely pro players without regrets (optional). i think not XD
00:20:341 - Use softer hitsounds here, using this loud normal sampleset is really startling. Ok

Thanks For Modding :)
victorfernando

rockstarrzz wrote:

Hi, from modreqs

Victor's Easy
00:22:871 (6,1) - This gap seems..awkward, maybe change 6 into a slider?
00:30:823 (1) - remove nc
yeah, solid map, not much to say

Victor's Light Insane
00:09:859 (1) - rotate and copy paste for 2
00:19:979 (1) - remove nc
00:21:064 (1,2) - rotate by same angle
00:29:377 (1,2) - parallel
00:38:413 (3) - extend to red?
good map

fixed all
victorfernando

UniqueBlock11 wrote:

victor's easy

00:11:666 (4) - NC, this slider occurs on the start of a measure, and remove NC on 00:12:751 (1).
00:14:558 (3) - NC for same reason ^, remove NC on 00:15:642 (1).
00:17:449 (4) - NC ^, remove NC on 00:18:895 (1).
00:20:702 (3) - NC ^
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed.

victor's light insane

Redundant inherited timing points:
00:10:582
00:31:726
00:38:775
okay fixed all
Stormiverse
NM from my Q~
Just a small mod if you don't mind :D

[Victor's Easy]
  1. 00:08:775 (1) - Not a very good rhythm choice, since you've already used 3/2 sliders with reverse arrow to represent these sounds 00:02:992 (1,2,3) - . The same type of slider here would imply the same sound being played again, which it wasn't. Moreover, this sound is similar to that of 00:10:220 (2,3) - , yet you've mapped them with different rhythm. I would change this slider into what you've done at 00:10:220 (2,3) - , for both contrasting rhythms and repeating them.
  2. 00:17:449 (1) - There's a very clear sound on 00:18:172, which was not mapped. You're following the instrument from the beginning of the map, why do you have to change?

[ShadowX's Hard]
  1. 00:05:883 (1,3) - I think it would look nicer if these two are aligned, like at 00:02:992 (1,3) - . It just seems off to me.
yShadowXOP_

Stormiverse wrote:

NM from my Q~
Just a small mod if you don't mind :D

[ShadowX's Hard]
  1. 00:05:883 (1,3) - I think it would look nicer if these two are aligned, like at 00:02:992 (1,3) - . It just seems off to me.

All Fixed :)
Thanks For Modding :oops:
Nao Tomori
[summer adventures]
this diff feels really overdone to me. it's true there's a background 1/2 track, but this (to me) should not mean that you just go ham and map giant jumps and 1/2 spam everywhere. you lose a lot of ability to represent the song by doing this.

some examples of what i mean:
00:21:787 (1,2,1,2,1,2,1,2) - in the middle of this pattern, the melody type thing changes notes. but that's not represented at all since it's a 1-2 jump pattern.

00:24:678 (1,2,1,2,1,2,1,2) - same deal here, the melody has a scale going downwards but its just the same 1-2 jumps that you used earlier.

i noticed that you changed the jump spacing based on the pitch. that's fine, but to me it is not representative enough of the song, especially at this level of difficulty where you have tons of freedom as to what you can do.


the other issue is the intro, the filler rhythm like 00:09:317 (2,3,4) - kinda screws up your rhythm imo. it makes it unclear what you follow. if you used a rhythm like https://osu.ppy.sh/ss/9009797 then it would be much more clear, since all the clicks now land on kicks in the drum line. switching between the main melody and the background 1/2 track just creates muddled rhythm that is subpar.

you could also use this technique in the kiai to try and break up the 1-2 jump sections into a more recognizable rhythm.

[insane]
this diff has same issue as the top one, except even more so.
00:09:317 (2,3,4,5,6) - stuff like this, while it looks pretty, doesn't follow the same thing as 00:11:666 (1,2,3) - this kinda thing. so you end up with this weird contrast between parts where the melody is off having 1/2 spam and tons of jumps and then the parts with the melody on are really calm tapping wise.

then the kiai comes and its just polygon generated jump patterns with little relevance to the song. like 00:21:787 (1,2,3,4,5,6,7,8) - 1234 have a held melody note, then 56 have one and 78 have one but its not differentiated at all. 00:27:570 (1,2,3,4,5,6,7,8) - same here.
the 1/2 spam also has the same issue, it seems like its just there to inflate difficulty and stuff instead of really following the important part of the song. the background track shouldn't be supporting fullscreen jumps everywhere, that just feels very overdone to me.

and then, to top things off, after making the entire thing 1/2 jumps based on the pitch, you put the highest pitch things on small spacing sliders at 00:29:377 (1,2,3,1,1,2,3) - ... >.>

[light insane]
there is some weird spacing stuff i saw here, and again some of the same issues as the top diffs.

00:03:353 (2,3) - for example, giant jump here? but theres nothing on 3 to support this. so ctrl g on 3 works better
00:04:799 (2,3) - similarly now its a tiny jump, you could ctrl g 3+4 so it looks like https://osu.ppy.sh/ss/9009992 or something

00:05:883 (1,2,3,4,5,6,1) - this pattern doesn't really make sense with the song. first off its suddenly pretty big jumps considering that everything before it is 1/2 sliders. additionally, the song creates 2 pairs of 4 notes (00:05:883 (1,2,3,4) - 00:06:606 (5,6,1) -) but you divide it 3-3-2 instead of 4-4 which then puts 2 notes that were previously both clickable on the same slider. 00:07:329 (2) - the change in the song appears here, so this is where the next nc and pattern should start, not 00:06:967 (1) -

00:11:124 (1,2,3) - stuff like this dilutes what you're focusing on in the melody. like 00:11:666 (4,5,6,7) - very obviously follows the main synth but then you have more intense jumps on stuff that isnt in the melody at all. 00:13:654 (1,2,3,4) - same here, the biggest jumps are in a part that's completely separate from a melody.

00:28:654 (3,1) - im not really sure why you decided to put all the finishes on slider ends and then have giant jumps to fairly unimportant notes to make the next pattern. wouldn't 1/1 gaps work better..?

anyway yeah, the top diffs need a lot of work. good luck!
Affirmation
Q

[Insane]
00:10:763 (2,3,4,5,6) - you don't need to add many beats in here.
00:15:642 (5,1) - why you reduced DS suddenly? It has emphasis, so you should jump here.
00:34:799 (1,1) - only this part doesn't have jump?
00:38:413 (3) - NC?

GL
Topic Starter
Simuzax

Naotoshi wrote:

[insane]
this diff has same issue as the top one, except even more so.
00:09:317 (2,3,4,5,6) - stuff like this, while it looks pretty, doesn't follow the same thing as 00:11:666 (1,2,3) - this kinda thing. so you end up with this weird contrast between parts where the melody is off having 1/2 spam and tons of jumps and then the parts with the melody on are really calm tapping wise. i don't rly get your point here, i just choose to map what had the most emphasis in the song itself

then the kiai comes and its just polygon generated jump patterns with little relevance to the song. like 00:21:787 (1,2,3,4,5,6,7,8) - 1234 have a held melody note, then 56 have one and 78 have one but its not differentiated at all. 00:27:570 (1,2,3,4,5,6,7,8) - same here.
the 1/2 spam also has the same issue, it seems like its just there to inflate difficulty and stuff instead of really following the important part of the song. the background track shouldn't be supporting fullscreen jumps everywhere, that just feels very overdone to me.

and then, to top things off, after making the entire thing 1/2 jumps based on the pitch, you put the highest pitch things on small spacing sliders at 00:29:377 (1,2,3,1,1,2,3) - ... >.> i prefer giving SV emphasis rather than spacing

anyway yeah, the top diffs need a lot of work. good luck!
Thx for the mod :D. I see there's a lot of wrong stuff here so i'll basically remap my diff keeping your points in mind.
Topic Starter
Simuzax

Neoskylove wrote:

Q

[Insane]
00:10:763 (2,3,4,5,6) - you don't need to add many beats in here. so you're suggesting what exactly? .-.
00:15:642 (5,1) - why you reduced DS suddenly? It has emphasis, so you should jump here. my bad, i'll do that in the remap
00:34:799 (1,1) - only this part doesn't have jump? kiai has ended so idk why this should be a jump, its fine rn imo
00:38:413 (3) - NC? yea fixed

GL
Thx for the mod :D
yShadowXOP_

Naotoshi wrote:

[summer adventures]
this diff feels really overdone to me. it's true there's a background 1/2 track, but this (to me) should not mean that you just go ham and map giant jumps and 1/2 spam everywhere. you lose a lot of ability to represent the song by doing this.

some examples of what i mean:
00:21:787 (1,2,1,2,1,2,1,2) - in the middle of this pattern, the melody type thing changes notes. but that's not represented at all since it's a 1-2 jump pattern.

00:24:678 (1,2,1,2,1,2,1,2) - same deal here, the melody has a scale going downwards but its just the same 1-2 jumps that you used earlier. i tried to do what you have said.

i noticed that you changed the jump spacing based on the pitch. that's fine, but to me it is not representative enough of the song, especially at this level of difficulty where you have tons of freedom as to what you can do.


the other issue is the intro, the filler rhythm like 00:09:317 (2,3,4) - kinda screws up your rhythm imo. it makes it unclear what you follow. if you used a rhythm like https://osu.ppy.sh/ss/9009797 then it would be much more clear, since all the clicks now land on kicks in the drum line. switching between the main melody and the background 1/2 track just creates muddled rhythm that is subpar. Okay, the slider was put in place of the jump.

you could also use this technique in the kiai to try and break up the 1-2 jump sections into a more recognizable rhythm.
victorfernando

Naotoshi wrote:

[light insane]
there is some weird spacing stuff I saw here, and again some of the same issues as the top diffs.

00:03:353 (2,3) - for example, giant jump here? but there's nothing on 3 to support this. so ctrl g on 3 works better (fixed ?)
00:04:799 (2,3) - similarly now its a tiny jump, you could ctrl g 3+4 so it looks like https://osu.ppy.sh/ss/9009992 or something (changed X: and Y:)

00:05:883 (1,2,3,4,5,6,1) - this pattern doesn't really make sense with the song. first off its suddenly pretty big jumps considering that everything before it is 1/2 sliders. additionally, the song creates 2 pairs of 4 notes (00:05:883 (1,2,3,4) - 00:06:606 (5,6,1) -) but you divide it 3-3-2 instead of 4-4 which then puts 2 notes that were previously both clickable on the same slider. 00:07:329 (2) - the change in the song appears here, so this is where the next NC and pattern should start, not 00:06:967 (1) - (well , the circles gave more difficult star's to the music, without him it's practically a ''slider map'', but if you tell it's better I gonna see what the other's tell about but thanks <3)

00:11:124 (1,2,3) - stuff like this dilutes what you're focusing on in the melody(.i tried to follow the intense part of the music and the not intensive)like 00:11:666 (4,5,6,7) - very obviously follows the main synth but then you have more intense jumps on stuff that isn't in the melody at all. these jumps are not so extreme it's DS 1.3 00:13:654 (1,2,3,4) - same here, the biggest jumps are in a part that's completely separate from a melody.

00:28:654 (3,1) - im not really sure why you decided to put all the finishes on slider ends and then have giant jumps to fairly unimportant notes to make the next pattern. wouldn't 1/1 gaps work better..? (i remove all finish sounds)

anyway yeah, the top diffs need a lot of work. good luck!
thank you <3
Yudragen
I'm not that specific at modding so I prolly won't help you in any way, but I can try

I can't find anything in Summer Adventures and Insane.

Victor's Light Insane
00:03:714 (3,4) - wouldn't making those to go in the opposite like the previous one be better?
00:10:582 (6,1) - https://puu.sh/xB8ic/18b5a7c1ad.png you can make the angle of this slider a bit sharper to fit the blanket better and put it at x:288 y:328

ShadowX's Hard
00:31:546 (4) - this could not be offscreen, even one space up

Advanced
00:08:052 (3,4) - I'd make the slider one reverse arrow longer and erased the circle, arranged in any way you want.

Normal
00:18:895 (1) - really offscreen
00:26:124 (5) - I'd remove the NC here

Easy
00:07:329 (4) - https://puu.sh/xB8KN/92016e9053.png I'd do this one like that.

I might have just been looking for sth wrong in this map when there's obviously nothing wrong with it. Great mapset! Sorry for short mod, but I pointed out in my queue that I'm a beginner at this.
Topic Starter
Simuzax

ChaoticRed wrote:

I'm not that specific at modding so I prolly won't help you in any way, but I can try

I can't find anything in Summer Adventures and Insane.

Advanced
00:08:052 (3,4) - I'd make the slider one reverse arrow longer and erased the circle, arranged in any way you want. i'll consider that, but i think its fine as it is rn

Normal
00:18:895 (1) - really offscreen its ok when playing, i'll keep that for now
00:26:124 (5) - I'd remove the NC here i'm NCing that sound in my diffs since its a very distinct sound imo
Thx for the mod :D
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