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KOAN Sound & Asa - Tetsuo's Redemption

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Topic Starter
Jakomo73
This beatmap was submitted using in-game submission on Wednesday, September 13, 2017 at 10:34:05 AM

Artist: KOAN Sound & Asa
Title: Tetsuo's Redemption
Tags: dnb drum and bass drumstep electronic sanctuary ep
BPM: 140
Filesize: 11880kb
Play Time: 05:30
Difficulties Available:
  1. Psionics (4.64 stars, 1267 notes)
Download: KOAN Sound & Asa - Tetsuo's Redemption
Information: Scores/Beatmap Listing
---------------
mm-m-mmm-uh

"this is pretty dope" :weary:

Very fast and slow sliders in this map! Don't trust the sr
Pira
jacko you make my ballsacko go wacko (irc mod lol)
Topic Starter
Jakomo73

Opsi wrote:

jacko you make my ballsacko go wacko (irc mod lol)
thx bb

Logs in case anyone wants them xd
jako
wtf
is this diff name
Jakomo73 - Today at 10:03 AM
thank you for admitting youre wrong opsi <3
LOL
its edgy ok
Opsi - Today at 10:03 AM
plaudible
faved already
circlejerk
re
e
e
Jakomo73 - Today at 10:03 AM
ive been showing him since i started it lol
3 stars too :weary:
my sugar daddy bn
Opsi - Today at 10:03 AM
is this another shitty old 5 min 4* shiirn dgn style map
Jakomo73 - Today at 10:03 AM
probably
idk what dgn means tho
degen?
Opsi - Today at 10:04 AM
uh
ye
Jakomo73 - Today at 10:05 AM
then ye i think it is
if youre not making strides in how edgy ranked maps can be, youre not a real mapper :^)
Opsi - Today at 10:08 AM
don't
say anything about my acc
thank
Jakomo73 - Today at 10:08 AM
dw my acc is always bad
Opsi - Today at 10:08 AM
I overstream unless bpm is like 240 on this pc
:eyes:
it was fun
wub svs were sicc
but
sometimes
you didn't do them
Jakomo73 - Today at 10:08 AM
:weary:
Opsi - Today at 10:08 AM
and why
Jakomo73 - Today at 10:08 AM
what do u mean by didnt do them?
like at 01:17:158 (6) - ?
Opsi - Today at 10:09 AM
eh I guess but that's p minor
and it's up to the mapper really
but
01:48:658 (1) -
don't pull
this lame sht
on me ni:b::b:a
kiai wubs were :sweat_drops:
Jakomo73 - Today at 10:11 AM
ohhh, yeah i should change that
Opsi - Today at 10:11 AM
It's like
you were jacking off the player
and right when he was about to nut
you stopped
angery
Jakomo73 - Today at 10:11 AM
LOL
but ye i can prob do some overlapping shit there like ive done 100 other times in the map
cause that would fit as well
Opsi - Today at 10:12 AM
ye something interesting with sv would suffice
and before on the streams I'd honestly make the 1/8 sliders' spacing smaller
like you did on 01:19:622 (1,2) -
but not necessary xd
I'm just bad
you could do vice versa and make those ones bigger like the rest
Jakomo73 - Today at 10:13 AM
do you think its a reading issue and i should just change the slider paths? cause its been confusing to me
those were the same spacing as the others but i nerfed them for increased emphasis
Opsi - Today at 10:14 AM
nah I knew they were streams
and wat
y :trashking:
Jakomo73 - Today at 10:15 AM
wait oh im dumb
i thought you were talking about 01:14:480 (1,2) -
but i think the spacing is fine, since i use a lot of spaced streams in the kiai and stuff
Opsi - Today at 10:15 AM
oh lol
ye
Jakomo73 - Today at 10:15 AM
but ill def change the slider path
Opsi - Today at 10:16 AM
actually though
I would nerf 01:14:480 (1,2,1) -
since the wub sound isn't nearly as strong
Jakomo73 - Today at 10:16 AM
yeah, esp since im gonna change those others i will need to decrease that spacing again
Opsi - Today at 10:16 AM
you're showing that enough with aesthetics at least
also I'd maybe emphasize this with a sharp point or making the last two notes shorter spacing :eyes:
unless you want it to be a continuous stream
Jakomo73 - Today at 10:18 AM
last two notes meaning these? 01:19:622 (1,2) -
Opsi - Today at 10:18 AM
oh wait I never c/p'ed LO
01:17:908 (9,10,1) -
Jakomo73 - Today at 10:19 AM
ohhhh yeah thats a good idea
Yuii- - Today at 10:19 AM
what is this doing in #offtopic
Opsi - Today at 10:19 AM
01:22:837 (2,1) - maybe make this a perfect stack since it'd have a better effect of showing that the sound suddenly stops
cjn1508
00:30:122 (2) - too far
00:31:837 (2) - ...
00:36:980 (2) - ...
00:38:694 (2) - ...
00:43:837 (2) - ...
00:45:122 (8) - ...
00:50:480 (1,2,3) - convert to a slider
01:06:444 (1,2,3,4) - you can let each slider faster than last slider for blanket style
01:12:765 (1,2,1) - looks strange
01:21:337 (3,4,3,4) - can be slider
01:24:980 (1) - do like this 01:27:444 (1) -
02:45:551 (1) - the middle part of the slider is mess
02:55:622 (1,2) - emmm.. there should be only 1 slider
03:14:051 (3) - the 3 can be far from 2
03:22:194 (3) - ...
03:37:515 (1,2) - sound strange

good map
good song :)
Topic Starter
Jakomo73

cjn1508 wrote:

00:30:122 (2) - too far Sorry, havn't remapped this section yet, but I agree
00:31:837 (2) - ...
00:36:980 (2) - ...
00:38:694 (2) - ...
00:43:837 (2) - ...
00:45:122 (8) - ...
00:50:480 (1,2,3) - convert to a slider Changed 2 to a slider, but 3 doesn't have any beat on the 1/8 tick so i kept it as a circle.
01:06:444 (1,2,3,4) - you can let each slider faster than last slider for blanket style Hmm, to me the intensity is going down with each iteration of the repeated sound, so no change sorry.
01:12:765 (1,2,1) - looks strange Same with the remapping, will fix during that
01:21:337 (3,4,3,4) - can be slider I think that using a double for the drum sounds better accentuates the individual drum sounds on 4.
01:24:980 (1) - do like this 01:27:444 (1) - Raised SV slightly and NC'd differently to compensate. However, I kept the general shape of these sliders
02:45:551 (1) - the middle part of the slider is mess Made it more symmetrical.
02:55:622 (1,2) - emmm.. there should be only 1 slider There are two distinct sounds, if they weren't kick sliders I would have it be a stream still
03:14:051 (3) - the 3 can be far from 2 I'm emphasizing one sound throughout that section, and making 3 far from 2 when it's not the emphasized sound would go against what I'm trying to do.
03:22:194 (3) - ...
03:37:515 (1,2) - sound strange I'm not too sure what you mean by that, there aren't any hitsounds yet.

good map
good song :)
Thank you for the mod :)
Phos-
Hey, m4m from your queue!

[The Damage Has Already Been Done]
  1. Check AImod, I'm finding lots of unsnapped notes and timing points.
  2. 00:34:087 (2,3,4,5,6,1,2,3,4,5,6) - I'm not fond of this stream's appearance, particularly due to how it overlaps itself like this. Perhaps you could readjust the stream by having it curve the other way instead, like this.
  3. 00:48:980 (1) - I feel like there are better ways to emphasise this note after the stream, because a slight difference in spacing is unlikely to be noticed in gameplay. I'd space the note out further, so that there's a gap between the note. This should play well thanks to the low bpm of the map.
  4. 01:12:765 (1,2) - Perhaps you could space these further apart from each other to put more emphasis on the wub sounds. It'll also improve readability by making them distinct from the stream. Same suggestion applies for 01:16:194 (1,2) - and similar patterns.
  5. 01:22:194 (3,4) - You should ctrl+g this stack for consistency. The two stacks before this one starts from the bottom, whilst this one starts from the top.
  6. 01:59:157 - You should map over this sound, as it can be heard quite clearly. One way you could do this is to move 01:58:836 (1) - forward 1/2 a beat, and place a circle where that slider previously started. Timeline for reference
  7. 02:59:265 (1,1) - One of the sliders is completely covered, which I disagree with. Some players might not be using a skin with transparent/translucent slidertrails, which will make reading this really difficult. Also, the ranking criteria says that Every slider must have a clear and visible path to follow from start to end. so I don't think this set of sliders is rankable, as one of them is completely overlapped by another.
  8. 04:13:515 (1,2) - The appearance of these two notes are a bit odd. I think it would fit better with the map as a whole if you stacked (2) underneath (1)'s sliderhead. x:332 y:216 works.
Hmm, this is all I have to say really. This was a really nice beatmap, it is structured very well and I can notice that each object has a specific reason for its placement. I can see this getting ranked, good luck!
Topic Starter
Jakomo73

-Faded- wrote:

Hey, m4m from your queue!

[The Damage Has Already Been Done]
  1. Check AImod, I'm finding lots of unsnapped notes and timing points. Can osu just NOT unsnap everything randomly? :( fixed all
  2. 00:34:087 (2,3,4,5,6,1,2,3,4,5,6) - I'm not fond of this stream's appearance, particularly due to how it overlaps itself like this. Perhaps you could readjust the stream by having it curve the other way instead, like this. Fixed along with the one later
  3. 00:48:980 (1) - I feel like there are better ways to emphasise this note after the stream, because a slight difference in spacing is unlikely to be noticed in gameplay. I'd space the note out further, so that there's a gap between the note. This should play well thanks to the low bpm of the map. I'm not a huge fan of having a gap right here since the intensity isn't that high. However, I spaced it further away and to the side so players will have to consciously move towards it
  4. 01:12:765 (1,2) - Perhaps you could space these further apart from each other to put more emphasis on the wub sounds. It'll also improve readability by making them distinct from the stream. Same suggestion applies for 01:16:194 (1,2) - and similar patterns. Fixed for the two you linked,
    but 01:14:480 (1) - has lower spacing since its not as strong of a sound, and 01:19:622 (1,2) - has lower spacing due to the song's intensity decreasing
  5. 01:22:194 (3,4) - You should ctrl+g this stack for consistency. The two stacks before this one starts from the bottom, whilst this one starts from the top. They're supposed to be pointing towards the next note while keeping my "stacking spacing". Fixed 01:21:444 (4) - since it was out of place
  6. 01:59:157 - You should map over this sound, as it can be heard quite clearly. One way you could do this is to move 01:58:836 (1) - forward 1/2 a beat, and place a circle where that slider previously started. Timeline for reference Fixed, placed the circle after so the slider now has a double
  7. 02:59:265 (1,1) - One of the sliders is completely covered, which I disagree with. Some players might not be using a skin with transparent/translucent slidertrails, which will make reading this really difficult. Also, the ranking criteria says that Every slider must have a clear and visible path to follow from start to end. so I don't think this set of sliders is rankable, as one of them is completely overlapped by another. Yep, changed 03:04:408 (1) - 's slider head to be offset from the previous slider's tail
  8. 04:13:515 (1,2) - The appearance of these two notes are a bit odd. I think it would fit better with the map as a whole if you stacked (2) underneath (1)'s sliderhead. x:332 y:216 works.Yeah, it looks a little weird, but i think its the best compromise in terms of visuals and playability. I want 2 to be further away from 1 for emphasis, and 1's path looks weird and isn't intuitive if it doesn't follow the general direction towards 2.I will try to play around with the sv/angles a bit though to see if i can get it to look any better. It's worth the slight compromise in aesthetics to have the tail not overlap
Hmm, this is all I have to say really. This was a really nice beatmap, it was structured very well and I can notice that each object has a specific reason for its placement. I can see this getting ranked, good luck!
Thank you for the mod and kind words! I'll mod your map shortly
Crypthesis
From my queue:

hi! :D

this is pretty dope
stuff
apparently your file size is too big... requirement is under 10MB yours is 11.75.

TOO MANY HITSOUNDS D:

you didn't use this hitsound
normal-hitfinish20.wav

every hitsound must be at least 100ms long
soft-hitwhistle.wav 85.24ms

wave hitsounds with possible delay > 5ms:
soft-hitfinish2.wav
soft-hitfinish7.wav

01:10:515 - red timing point doesn't agree with green one for sample set

actual thing
uhhh everything's unsnapped starting from 01:26:336

00:01:408 (2,3,4,5) - I think i'd be cool to hitsound the sounds in the "song"

00:07:837 (1,2) - I think i'd look better if it was spaced equally

00:39:872 (8,1) and 00:43:301 (5,1) and .... your stacking isn't very consistent

01:05:694 (2,1) - stack sliderend?1

01:27:765 (1) - since it's a small circle i kinda think it's a bit ugly

01:27:980 (2,1,1,1) - wth so hard to read

02:25:837 (1) - lower hitsound volume pls

02:38:908 (1) - don't really get what you're emphasizing this and the one before

04:04:730 (2) - Ctrl+G? don't get what's different here

04:23:908 (1) - just use the easy 4 point way. it kinda looks weird. or make it better

holy shit it's so good

have 3 stars
Topic Starter
Jakomo73

Crypthesis wrote:

From my queue:

hi! :D

this is pretty dope :weary:
stuff
apparently your file size is too big... requirement is under 10MB yours is 11.75. It's fine, all files are necessary and the bg is a .jpg so not much more i can do

TOO MANY HITSOUNDS D: Yeah there are a lot but it just adds diversity :^)

you didn't use this hitsound
normal-hitfinish20.wav Whoops, good catch

every hitsound must be at least 100ms long
soft-hitwhistle.wav 85.24ms Added silence, I actually had never heard of that RC, thanks!

wave hitsounds with possible delay > 5ms:
soft-hitfinish2.wav
soft-hitfinish7.wavBoth fixed

01:10:515 - red timing point doesn't agree with green one for sample setAHHH guess i added that while hitsounding, clicking 3 buttons at once is hard :^)

actual thing
uhhh everything's unsnapped starting from 01:26:336 OH THAT TIMING POINT WAS MESSING THINGS UP

00:01:408 (2,3,4,5) - I think i'd be cool to hitsound the sounds in the "song" This just seems to be the sampleset which is used for this section, the hitnormal is supposed to be representing it, but if it's not I can try to find a new file

00:07:837 (1,2) - I think i'd look better if it was spaced equally I'm not a huge fan of stuff directly under slider tails, and I think it looks ok as is D:

00:39:872 (8,1) and 00:43:301 (5,1) and .... your stacking isn't very consistent Stacking usually goes towards to next note, they're all spaced the same tho D: if others have problems with it I'll def change tho

01:05:694 (2,1) - stack slidend?1 I remember having a reason for that when I mapped it, but it must not be a good one if I can't think of it again lol. Fixed

01:27:765 (1) - since it's a small circle i kinda think it's a bit ugly I don't wanna be "UGLI SOUNd So UlYg SLIdeR", but it really does fit the sound and I don't think it looks that bad. Along with that, it's hard to get everything I want for that rhythm without making it unreadable (and it's on the verge of being overcluttered as is imo)

01:27:980 (2,1,1,1) - wth so hard to read Tried to fix as much as possible, the rhythm and svs make it pretty hard to make that readable tbh,
but it's consistent with other similar rhythms/noises


02:25:837 (1) - lower hitsound volume pls I think this is just the song, I can barely hear the hitsounds as is D:

02:38:908 (1) - don't really get what you're emphasizing this and the one before Lowered spacing to be consistent, but I'm trying to emphasize 02:38:694 (1) - this sound through quick motion. That works for the previous one since its a triple, but not this one since its a jump.

04:04:730 (2) - Ctrl+G? don't get what's different here Music intensity is slowly decreasing. 04:05:480 (6) - this is a smaller sv than before for the same reason

04:23:908 (1) - just use the easy 4 point way. it kinda looks weird. or make it betterIt's kinked like that cause of the "static" type stuff,
and having it be like other wave sliders wouldn't emphasize it since i use those for a certain sound. However, I made it a little less kinked

holy shit it's so good

have 3 stars Thank you so much for the mod, stars, and kind words <3 My first map people actually seem to like, so that's exciting :D
Thanks for the mod, will get to your map soon (tm) (probably a bit later today)
rosario wknd
Hi hello mods are here

00:50:587 (2) - I see what you're going for here but there isn't a sound on the tail end of 00:50:587 (2) like there is on the tail end of 00:50:480 (1) so I would just change it to a circle
01:11:051 (3,4) - No audible sounds on these notes
More of a personal preference but all of these little sliders such as 01:26:265 (1) have a velocity that seems a bit high
Move 02:51:872 (2) to 02:51:980 even though I know you're trying to hit the chicks voice with the note but it's a bit misleading so I would just put it on the downbeat
03:37:515 (1) - There is no sound here
03:39:122 (4) - ^


Just a suggestion as well for 02:02:694 (1,2,3,1,2) I would gradually increase the velocity of these for each slider so they gradually get longer

This map is actually really impressive and I'm glad to be a part of helping you shape it into what it could become

Hope these help
Topic Starter
Jakomo73

yosario wrote:

Hi hello mods are here

00:50:587 (2) - I see what you're going for here but there isn't a sound on the tail end of 00:50:587 (2) like there is on the tail end of 00:50:480 (1) so I would just change it to a circle Hmm, I can hear a sound on it's tail, it's especially apparent if you slow audio down
01:11:051 (3,4) - No audible sounds on these notes Ahhh, I can hear clear notes here too
More of a personal preference but all of these little sliders such as 01:26:265 (1) have a velocity that seems a bit high Part of the structure of the map, I feel like it's a really "fast" sound if that makes any sense
Move 02:51:872 (2) to 02:51:980 even though I know you're trying to hit the chicks voice with the note but it's a bit misleading so I would just put it on the downbeat Her voice ends on the red tick i think :p but im mapping to the drum clicks there
03:37:515 (1) - There is no sound here I hear sounds in these both D: sorry I'm just kinda confused cause 03:39:122 (4) - is a synth kick and 03:37:515 (1) - is a buzzing sound
03:39:122 (4) - ^


Just a suggestion as well for 02:02:694 (1,2,3,1,2) I would gradually increase the velocity of these for each slider so they gradually get longer Yep, I def agree with that

This map is actually really impressive and I'm glad to be a part of helping you shape it into what it could become Thanks a ton <3

Hope these help
Thanks for the mod!
Arphimigon
I ran the lab thing so here's the output

Lab stuff
Results given in [x, y] formats
[The Damage Has Already Been Done]
Object at 00:44:051 - should be placed at: [435, 182] currently at: [436, 183] to move in line with slider at time 00:44:265 -
Object at 00:51:658 - should be placed at: [178, 40] currently at: [179, 41] to move in line with slider at time 00:51:765 -
Object at 01:03:551 - should be placed at: [346, 124] currently at: [347, 125] to move in line with slider at time 01:03:765 -
Object at 01:05:694 - should be placed at: [134, 265] currently at: [135, 266] to move in line with slider at time 01:06:122 -
Object at 01:26:694 - should be placed at: [297, 244] currently at: [298, 243] to move in line with slider at time 01:27:122 -
Object at 01:27:444 - should be placed at: [297, 244] currently at: [298, 243] to move in line with slider at time 01:27:122 -
Object at 01:27:765 - should be placed at: [95, 61] currently at: [104, 54] to blanket slider body at time 01:27:765 -
Object at 01:35:586 - should be placed at: [281, 202] currently at: [274, 207] to blanket slider body at time 01:35:694 -
Object at 01:36:229 - should be placed at: [264, 85] currently at: [264, 82] to blanket slider body at time 01:36:337 -
Object at 01:41:480 - should be placed at: [163, 53] currently at: [170, 43] to blanket slider body at time 01:41:480 -
Object at 01:41:908 - should be placed at: [167, 151] currently at: [168, 152] to move in line with slider at time 01:42:122 -
Object at 02:15:980 - should be placed at: [443, 155] currently at: [443, 158] to blanket slider body at time 02:15:765 -
Object at 04:04:408 - should be placed at: [135, 236] currently at: [136, 235] to move in line with slider at time 04:04:730 -
Object at 04:57:122 - should be placed at: [369, 137] currently at: [370, 138] to move in line with slider at time 04:56:908 -
Results for STACKED OBJECTS may be wrong, ya can ignore those
Jemzuu
hello from queue

woah this is pretty dope man i call this art
i smell an elite aspire mapper mmMMm

[Diff name]
00:01:006 - uhh fix the green line
01:48:658 (1,2,3) - fix overlap and sliderends
01:53:480 (3) - place this above (2) insted like 01:46:300 (2,3) -
02:23:051 (1,1) - overlap?
02:55:622 (1,2,3) - idk NC?
05:30:122 - idk lower the volume for this
05:30:980 - maybe add spinner here until 05:33:551 -

forgive me for the short mod lo how do u mod technical maps
welp goodluck~
Topic Starter
Jakomo73

AJamez wrote:

hello from queue

woah this is pretty dope man i call this art
i smell an elite aspire mapper mmMMm <3<3<3<3 hopefully I like next year's aspire and we can at least TRY lol, thanks a ton for the support <3

[Diff name]
00:01:006 - uhh fix the green line Fixed
01:48:658 (1,2,3) - fix overlap and sliderends Done (I think, hopefully I'm not legally blind)
01:53:480 (3) - place this above (2) insted like 01:46:300 (2,3) - I feel like they're two different sounds so deserve 2 different patterns
02:23:051 (1,1) - overlap? Stacked, think I was too lazy to find a good sv for them to stack while mapping lol
02:55:622 (1,2,3) - idk NC? Hmm, to me this seems like 3 sounds from the same "section", as they all start with those telephone noises
05:30:122 - idk lower the volume for this Done, added a few more green lines for a steady decline in volume as well
05:30:980 - maybe add spinner here until 05:33:551 - Yeah, it sucks that I can't really map that horn, but I think ending the spinner while it's still going would play/sound weird and if i DONT end it early then its like a 15 second spinner. I kinda ran out of room when making a big slider, but I'll see what else people think about it. It's def in a "how can we all compromise and make this work" kind of state.

forgive me for the short mod lo how do u mod technical maps Say something subjective then get red walled for "following the music" I definitely don't do this :^) but dw abt it, your mod was helpful as is
welp goodluck~ Thanks, you too
Thanks a bunch!
Zekks
:ZoomEyes: hi friend, m4m

[The Damage Has Already Been Done]

I like the hitsounds a lot, but I feel as a player using custom hitsounds wouldn't be able to get feedback from clicking, I would suggest raising the volume in the beginning. (up until 00:28:408)
Also, you shoudl look over the stacks you placed, for example here 00:24:444 (2) - This hitcircle is not stacked up to the slider, so pls fix
01:23:265 (1,1,1) - Unnecessary NC Spam, looks pretty tho, but you should fix this c:
02:32:051 (1,1,1,1) - ^
02:35:480 (1,1,1,1) - ^
This section ( 01:23:265 - 02:45:551 ) is missing the snare hitsound? (most commonly used as clap) An example can be here 02:31:408 (3) - where there would be a snare, but there isn't
02:38:908 (1,1,1,1) - ^ (You get the point)
03:04:408 (1) - Fix blanket, move it so the sliderstart is under the sliderend of 02:59:265 (1) -
04:08:694 (1,1,1,1) - NC Spam thing begins here, pls fix it

sorry for the short and messy mod, i'm bad at this 'w'
Dr Sensei-Hugo
Hello, from mod queue :)

I was gonna point out stuff but I noticed that Zekks had already pointed out all the stuff I was gonna so there isnt much here :) All Im gonna say is that this map was really great and enjoyable play except that I think hitsounds could be a bit higher. I dont know if its just me but I feel like the hitsounds are a bit too low in volume. Either way, really fun map :)

Good luck :D
Topic Starter
Jakomo73

[ - Zekks - ] wrote:

:ZoomEyes: hi friend, m4m is that like a nitro emote? i cant find it anywhere ahh >:(

[The Damage Has Already Been Done]

I like the hitsounds a lot, but I feel as a player using custom hitsounds wouldn't be able to get feedback from clicking, I would suggest raising the volume in the beginning. (up until 00:28:408) Yep, added 5% to everything
Also, you shoudl look over the stacks you placed, for example here 00:24:444 (2) - This hitcircle is not stacked up to the slider, so pls fixYe,
its CONSISTENT so I had a reason for it, but I cant think of a good one now :thonk:

01:23:265 (1,1,1) - Unnecessary NC Spam, looks pretty tho, but you should fix this c: Un-NC'd 01:23:694 (1) - but keeping 01:24:015 (1) - NC'd since its a higher sv
02:32:051 (1,1,1,1) - ^ Have to spam for 1/6 :(
02:35:480 (1,1,1,1) - ^ i got rid of a lot of NCs in general but 1/6 again
This section ( 01:23:265 - 02:45:551 ) is missing the snare hitsound? (most commonly used as clap) An example can be here 02:31:408 (3) - where there would be a snare, but there isn't It was there, just really low volume. Also went back thru and made sure snares where all there
02:38:908 (1,1,1,1) - ^ (You get the point)
03:04:408 (1) - Fix blanket, move it so the sliderstart is under the sliderend of 02:59:265 (1) - Fixed blanket, cant put it under the sliderend since it would be unrankable "unclear slider path"
04:08:694 (1,1,1,1) - NC Spam thing begins here, pls fix it

sorry for the short and messy mod, i'm bad at this 'w '
thanks for the mod :D sorry for the really late reply lol, but np on the length it was really helpful <3

DrSensei-Hugo wrote:

Hello, from mod queue :)

I was gonna point out stuff but I noticed that Zekks had already pointed out all the stuff I was gonna so there isnt much here :) All Im gonna say is that this map was really great and enjoyable play except that I think hitsounds could be a bit higher. I dont know if its just me but I feel like the hitsounds are a bit too low in volume. Either way, really fun map :)

Good luck :D
upped hitsounds, thanks <3

Changed some stuff with cryptic as well, they can be seen in the change log

Changelog from irl with cryptic
Upped OD to 9 to get better feedback on clickable object's rhythm
03:37:515 (1,2) - NC'd patterns like these to show they aren't 1/2
Upped volume of hitsounds in general
Upped volume of drum-hitwhistle
changed 01:27:765 (1,2) - and 01:41:480 (1,2) - to be less ambiguous
Changed diff name to Psionics to better fit the song's theme around the movie Akira
Nowaie
M4M

OD 9.2? That's pretty high even for this kind of a map

Since you have used slider velocities that are above and below the osu!standards editor's bounds, you should note out in the map description that you are using very fast and very slow sliders

00:32:800 (6,7,8,1,2,1,2,3,4) - I think this could've been executed much more cleanly. There is just too much getting overlapped so it starts to look a pile of objects instead of a stream. Stuff like 00:39:550 (5,6,7,8,1,2,1,2,3,4) - looks really nice since it does not try to overlapping itself too much, only what is necessary

01:12:872 (2,5) - Could be kinda nice structure wise if these would not touch each other

01:26:265 (1) - It would be kinda cool if this kind of fast (SV) buzz sliders would have their own (Possibly consistent) shape such as zig zag or other shapes formed by red anchors. Aside it looking more neat it would make it easier for the players to notice this kind of sliders out of the ordinary flow of the map

01:28:408 (2) - 01:42:122 (2) - ect. NC for the sake of the excessive SV change?

01:50:265 (1) - Imo it's kinda weird to break the combo in the middle of the build up pattern

03:13:622 (1) - I think all of the beats like this should have this 03:17:480 (2,3) - kind of fast and sorta big transition

04:07:837 - In this section generally, for example 04:10:194 - and 04:10:837 - , I don't see a reason why do you are you representing the same sounds with different hitsounds. It would definitely be better to use similar hitsounds for them

04:14:480 - 04:17:908 - and ect. These hit hats should be represented as they are still relatively strong and having them play without anything representing them feels like you'd be mapping to the drums in a DnB song and you'd just delete a beat or a reverse here and there. They would be really easy to represent by reversing that slider before them

(Also 04:14:265 (1,1) - looks structurally bit weird)


Good luck fam
Topic Starter
Jakomo73

DTM9 Nowa wrote:

M4M

OD 9.2? That's pretty high even for this kind of a map Whoops, supposed to be 9, guess i forgot to save that lol

Since you have used slider velocities that are above and below the osu!standards editor's bounds, you should note out in the map description that you are using very fast and very slow sliders Sure

00:32:800 (6,7,8,1,2,1,2,3,4) - I think this could've been executed much more cleanly. There is just too much getting overlapped so it starts to look a pile of objects instead of a stream. Stuff like 00:39:550 (5,6,7,8,1,2,1,2,3,4) - looks really nice since it does not try to overlapping itself too much, only what is necessary Yep, fixed the overlaps

01:12:872 (2,5) - Could be kinda nice structure wise if these would not touch each other Done

01:26:265 (1) - It would be kinda cool if this kind of fast (SV) buzz sliders would have their own (Possibly consistent) shape such as zig zag or other shapes formed by red anchors. Aside it looking more neat it would make it easier for the players to notice this kind of sliders out of the ordinary flow of the map I think it's fine right now, they kind of already do have their own shape. I don't use linear repeat sliders in this section for much else (01:31:622 (1) - for example, is a different shape). If the player doesn't read the slider correctly the first time, they will be able to on the other cases due to this consistency. I found 01:29:694 (1) - and 01:43:408 (1) - were wrong and fixed them though. Also changed 01:34:837 (4) - to a curved slider to avoid confusion

01:28:408 (2) - 01:42:122 (2) - ect. NC for the sake of the excessive SV change? Sure, unNC'd 01:25:408 (1) - these as well

01:50:265 (1) - Imo it's kinda weird to break the combo in the middle of the build up pattern I hear it as a different section of music, which is why I have linear flow instead of circular as well.

03:13:622 (1) - I think all of the beats like this should have this 03:17:480 (2,3) - kind of fast and sorta big transition I really want to emphasize the beats at 03:17:694 (3) - Although the beat isn't as strong in these sections 03:14:265 (3) - I try to keep it consistent since this section is supposed to still be at a lower amt of playing intensity

04:07:837 - In this section generally, for example 04:10:194 - and 04:10:837 - , I don't see a reason why do you are you representing the same sounds with different hitsounds. It would definitely be better to use similar hitsounds for them 04:10:837 - is higher pitch and more intense than 04:10:194 - so I use a different hitsound to help emphasize that

04:14:480 - 04:17:908 - and ect. These hit hats should be represented as they are still relatively strong and having them play without anything representing them feels like you'd be mapping to the drums in a DnB song and you'd just delete a beat or a reverse here and there. They would be really easy to represent by reversing that slider before them Yep, I didn't really notice them when mapping this lol

(Also 04:14:265 (1,1) - looks structurally bit weird) Fixed 04:14:694 (1) - 's tail's y pos, and made the head/tail equidistant from 04:14:265 (1) -


Good luck fam Thanks, good luck on your map as well <3
Thanks for the mod!
Affirmation
Q

[asdf]
00:26:480 (3,1) - can be hard to read this antijump.
00:54:980 (4) - move to 192,192 for blanket? can be better than stacking for visual.
01:30:551 (2) - NC here?
01:39:980 (1,1) - too big DS?
03:16:408 (1) - ctrl G

GL
Affirmation
Oh double post. Sorry
Topic Starter
Jakomo73

Neoskylove wrote:

Q

[asdf]
00:26:480 (3,1) - can be hard to read this antijump. Changed 1's location to make it easier to read
00:54:980 (4) - move to 192,192 for blanket? can be better than stacking for visual. Sure
01:30:551 (2) - NC here? NC is consistent with 01:23:694 (2) -
01:39:980 (1,1) - too big DS? Ctrl-G'd to lower it
03:16:408 (1) - ctrl G I want that and 3 to be fairly low spacing like 03:29:694 (3,1) -

GL Thanks, you too <3
Thanks for the mod!
Sharkie
[Psionics]
  1. 01:12:765 (1,2) - I think it would play better if you reversed the positions of these two sliders. This is because the angling of 01:12:336 (1,2,1) - is okay, but the direction of the slider of 01:12:765 (1) - is kinda strange in this context.
    Example 1
  2. 04:59:051 (10,1) - The spacing here is kinda weird, I would move 04:59:265 (1) - to x:218 y:338 because its a downbeat www.
Nothing else to say, good work.
Topic Starter
Jakomo73

Sharkie wrote:

[Psionics]
  1. 01:12:765 (1,2) - I think it would play better if you reversed the positions of these two sliders. This is because the angling of 01:12:336 (1,2,1) - is okay, but the direction of the slider of 01:12:765 (1) - is kinda strange in this context.
    Example 1 Changed 01:12:551 (2) - 's position and 01:12:765 (1) - 's slider path
  2. 04:59:051 (10,1) - The spacing here is kinda weird, I would move 04:59:265 (1) - to x:218 y:338 because its a downbeat www. To me, I hear this as a slight stop in the music since 9 is a big drum and then the background 1/4 stops. So, that has small spacing to represent that. Although right now its ugly as hell, changed position to fix that.
Nothing else to say, good work. thanks :D
Thanks for the mod (esp. since I noticed your profile said you don't like dnb lol)
Kanzaki H Aria
From your M4M request.
Modding
[Psionics]
00:26:480 (3,1) - too close.
00:31:301 (1,1) - ^
00:36:765 (1,2,3) - uses the same DS?
00:42:015 (6,1) -
00:43:622 (1,2) - here you used the high DS but at 00:45:337 (1,2) - don't, the beats sounds similar.
00:44:694 (6,7) - I don't think place them too close would be great.
01:10:622 (1,2,3) - uses the same DS?
01:14:051 (1,2) - I think uses one slider sounds much better, it's up to you.
01:44:908 (2,3) - high DS?
01:50:480 (2,1) - It is necessary to uses high DS such that?
01:51:980 (1,1) - ^
01:53:908 (2,1) - ^
01:57:122 (1,2,1) - ^
02:04:194 (1,1) - ^
02:32:051 (1,1,1,1) - why uses NC on here?
02:35:480 (1,1,1,1) - ^
02:38:908 (1,1,1,1) - ^
04:08:694 (1,1,1,1) - ^
04:15:551 (1,1,1,1) - ^
and so on.
Hmm.....not much to say, OD=9 got to kill me. :o
good luck and have a good day. :)
Topic Starter
Jakomo73

KanpanRin wrote:

From your M4M request.
Modding
[Psionics]
00:26:480 (3,1) - too close. Anti-jump cause intensity decreasing
00:31:301 (1,1) - ^ Stop motion to emphasize the bell at 00:31:301 (1) - and since the music is kinda stopping
00:36:765 (1,2,3) - uses the same DS? Emphasizes 00:36:980 (2) -
00:42:015 (6,1) - U didnt write anything here but im emphasizing 1 by making the player make a conscious movement towards it
00:43:622 (1,2) - here you used the high DS but at 00:45:337 (1,2) - don't, the beats sounds similar. 1's synth on the second one is more muted, and the volume of 2's drum beat on the second one is lower
00:44:694 (6,7) - I don't think place them too close would be great. It's consistent right now, and I think the anti-jump fits.
01:10:622 (1,2,3) - uses the same DS? Emphasizing 01:10:837 (2) - with higher DS
01:14:051 (1,2) - I think uses one slider sounds much better, it's up to you. I want to make the drum beat at 01:14:266 (2) - clickable
01:44:908 (2,3) - high DS? I want to emphasize the drum beat at 01:45:122 (3) -
01:50:480 (2,1) - It is necessary to uses high DS such that? Emphasis of drum beat again D: 01:50:694 (1) -
01:51:980 (1,1) - ^
01:53:908 (2,1) - ^
01:57:122 (1,2,1) - ^ I consider this rhythm to be the most intense in the song which is why the kick sliders have high sv and the spacing is so big
02:04:194 (1,1) - ^
02:32:051 (1,1,1,1) - why uses NC on here? Cause it's 1/6, I used to have it be just spaced more than 1/4 like it currently is, but it wasn't easily readable and playtesters had trouble with it
02:35:480 (1,1,1,1) - ^
02:38:908 (1,1,1,1) - ^
04:08:694 (1,1,1,1) - ^
04:15:551 (1,1,1,1) - ^
and so on.
Hmm.....not much to say, OD=9 got to kill me. :o Have to do OD 9 so you can't hit 00:33:015 (8,1) - both of these :(
good luck and have a good day. :) Thanks, you too <3
Thanks for the mod, sorry that I redwalled you D:
-Tochi
Cool map, it's fun to play!
Good luck with it :)
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