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Brad Breeck - Gravity Falls OST (16bit cover)

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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
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