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SexuaLobster - Calloused Hands

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Topic Starter
hohol454

Monstrata wrote:

Hard

00:10:606 (1,2) - Try and make these a more consistent pattern. You can take one slider and rotate it 90 degrees for the other. Either way just make them feel more connected. did something like that
00:18:054 (3) - Ctr;+G flows a lot better imo. ok
00:19:709 (6,7,8,9,1) - Feels too close together. Make them a triangular pattern instead. The current spacing is quite uneven. not triangular but changed
00:21:364 (2,3,4,5) - Could be arranged better imo. moved slightly
^00:22:606 (5,6) - Also having a jump here is fine if you want to use rotational movement istead. Would be super random, there are no 1/2 jumps anywhere else
00:25:295 (4,5) - This is very misleading since it appears like your 1/2 spacing, but it's actually 1/1. it's smaller than 1/2 spacing, ar8 and the exact same rhythm was used before with a 1/1 pause after the slider. The difference between 1/2 and 1/1 at 150 bpm should be easily readable
00:36:261 (3,4,5,1) - Spacing could be more consistent imo. Also try giving some geometric quality to this? Intentional. The kiai starts so the spacing increases slightly. Made it geometric but imo it's pretty unnecessary and unnoticable change
00:40:398 (1) - Use a thunderbolt pattern like this. cleaner ok
00:43:708 (1,2) - Blanket this. and don't curve it so much like this D:.
00:47:018 (1,2) - ^
00:50:329 (1) - Same idea. You're overcurving your short sliders imo fixed
00:54:466 (2,3,4,5) - THey could be spaced sliiightly further apart so they don't feel so claustrophobic. It's too cramped right now and the sliders can have some negative spacing between them ok
01:01:501 (2,3) - Blanket fixed
01:03:363 (7) - This sounds overmapped.. I would go 3 circles, and a gap, and you can put a jump for the last note probably. yea

Advanced

00:11:433 (5,6,7) - You should honestly use spacing like this instead. This is good imo cuz you can actually create structural patterns. Stuff like 00:03:571 (3,4) - looks pretty bad due to the slight overlap, and because of the overlap you can't really create blanket patterns. I think the overlap looks fine.
00:32:123 (1,2,3,4,1,2,3,4,1,2,3) - Really could use better patterning. The placements feel quite random and not well thought out. Use consistent spacings and geometry here like what you did with your first 4 sliders. changed the last 7 sliders. The first combo makes sense since the guitar changes chords on 1 and 3
00:43:708 (1) - Map that slider end to something clickable too? Vocal stands out there. they do in 00:56:949 (1) - too, but I don't map this part to vocals at all
00:53:639 (5) - Refer to Hard for how to set up S sliders. .

Generally this diff really needs work. I'm not a fan of the 1/2 spacing you use. And those 1/2 circles where you use a different spacing doesn't look great imo... Generally the diff benefits from better patterning and more cohesive aesthetics. I was a fan of the spacing so I removed those blanketed sliders and made the style more cohesive. Now there are no super close blankets

Normal

00:23:847 (1,2) - It's easy to aim for the slider-tail instead of the head due to how this is arranged, ok

In the future when mapping Normals, pay more attention to the idea of "Visual Flow" For example: 00:04:812 (3,4) - 3's slider doesn't lead towards slider 4's head, so you have to make an independent movement to get to 4. fixed that
00:13:916 (1,2) - Its the same idea here. Ctrl+G'ing 2 would have been better cuz it would have fit the curve of slider 1, since you'd naturally want to drift left and upward after playing the curve of slider 1. I think this one is fine, it's a pretty standard pattern and even without ctrl+G it still follows the same flow, it's just a lot sharper

[]

Alright, good luck. Interesting song...
Thanks a lot for the mod
Topic Starter
hohol454
Remapped advanced
Affirmation
Q

[Hard]
00:01:502 (2) - Jump here.
00:25:295 (4,5) - ^, hard to read it
00:43:708 (1,2) - why this part has jump?
GL
Topic Starter
hohol454

Neoskylove wrote:

Q

[Hard]
00:01:502 (2) - Jump here. increased spacing
00:25:295 (4,5) - ^, hard to read it NC to make it easier to read, I want to keep the pattern
00:43:708 (1,2) - why this part has jump? it's from a slider so you can let go earlier and the snare hit kinda justifies it. The whole part is much easier than the rest of the map, so a slight spacing increase to avoid overlaps doesn't change how it plays for intended audience anyway
GL
thx for the mod
NeonLights
hello this is queue
sorry for the wait I was vacationing a bit
wow a mod
[Advanced]
00:23:847 (1,2) - Something about this pattern just stood out to me while playtesting it. The flow doesn't feel quite right when you snap back towards the second slider. A ctrl+J might help with this.
00:30:468 (1,2,3,4) - I don't understand why you spaced this differently from every other set. If you want to keep this spacing, I would do the same spacing at 00:33:778 because it's basically the same thing. The increased spacing makes sense for the yellow combo and green combo because the guitar changes pitch, but the different spacing between the blue and orange combo doesn't work.
00:49:501 (4,5,1) - Aesthetically this overlap isn't very pretty and isn't friendly to read.

[Hard]
00:10:606 (1,2) - This rhythm is somewhat awkward to play. You also hold out this slider, which passes over the word "my". I can tell you're mapping to his voice during this part, so I don't understand the slider choice here. My suggestion: https://i.imgur.com/suHVJQA.png
00:23:847 (1,2) - same thing as above
00:27:157 (1) - This note is slightly too low to match the curve
00:43:501 (7,8,1) - The curve of this reverse slider should match the curve you had leading into it
Topic Starter
hohol454

NeonLights wrote:

hello this is queue
sorry for the wait I was vacationing a bit
wow a mod
[Advanced]
00:23:847 (1,2) - Something about this pattern just stood out to me while playtesting it. The flow doesn't feel quite right when you snap back towards the second slider. A ctrl+J might help with this. you're right
00:30:468 (1,2,3,4) - I don't understand why you spaced this differently from every other set. If you want to keep this spacing, I would do the same spacing at 00:33:778 because it's basically the same thing. The increased spacing makes sense for the yellow combo and green combo because the guitar changes pitch, but the different spacing between the blue and orange combo doesn't work. the guitar increases in pitch in second half so I combined it with the pitch changes and increased spacing slightly every 4 sliders
00:49:501 (4,5,1) - Aesthetically this overlap isn't very pretty and isn't friendly to read. tried to make it more readable

[Hard]
00:10:606 (1,2) - This rhythm is somewhat awkward to play. You also hold out this slider, which passes over the word "my". I can tell you're mapping to his voice during this part, so I don't understand the slider choice here. My suggestion: https://i.imgur.com/suHVJQA.png good idea, i wanted to combine the guitar with vocals but passing over the word is pretty noticable
00:23:847 (1,2) - same thing as above
00:27:157 (1) - This note is slightly too low to match the curve not a perfect curve anyway and there is the cymbal hit so slightly increased curve works
00:43:501 (7,8,1) - The curve of this reverse slider should match the curve you had leading into it fixed
thanks
CucumberCuc
Hi again
2nd mod

[Normal]
00:04:812 (3,4) do slightly far
00:09:364 (2) move up for 1,00x
00:14:743 (2,3) are close
00:18:054 (2) maybe start slider move down?
00:34:192 (4) move to x:304 y:129 for 1,00x and NC
00:42:881 (3,1) because of the speed of the next slider, both sliders are far from each other, so I suggest you change 2nd slider
00:56:949 (1) end slider move to x:279 y:19 for distance

[Advanced]
00:08:950 (3,4,5) different range
00:46:190 (2,3) do are close
And I also suggest to check the distance between the circles and sliders, as well as in different moments are different, although the difference in ticks is not great

[Hard]
00:01:502 (2,3) and 00:12:054 here you do far but on 00:14:743 different range
00:05:433 (4,5) do slightly are close
00:36:675 (4) move up for distance
Topic Starter
hohol454

CucumberCuc wrote:

Hi again
2nd mod

[Normal]
00:04:812 (3,4) do slightly far
00:09:364 (2) move up for 1,00x
00:14:743 (2,3) are close
00:18:054 (2) maybe start slider move down?
00:34:192 (4) move to x:304 y:129 for 1,00x and NC
00:42:881 (3,1) because of the speed of the next slider, both sliders are far from each other, so I suggest you change 2nd slider that would be missread as 1/4 if I moved it closer.
00:56:949 (1) end slider move to x:279 y:19 for distance

applied rest

[Advanced]
00:08:950 (3,4,5) different range intentional, triangle from sliderends and sliderhead, also 3,5 at same x
00:46:190 (2,3) do are close 2 was wrong beat snap, right distance
And I also suggest to check the distance between the circles and sliders, as well as in different moments are different, although the difference in ticks is not great unless I made a mistake all of those should be intentional. I treated repeats at the end as circles for spacing purposes since it looks much better like that.

[Hard]
00:01:502 (2,3) and 00:12:054 here you do far but on 00:14:743 different range small difference, doesn't matter at 1/2
00:05:433 (4,5) do slightly are close fixed
00:36:675 (4) move up for distance 5 is more intense than 4, so it has higher spacing. putting 4 higher would make the 2 circles even more linear
thanks for the mod again
[ Lilu ]
hiya from ur queue


hard
00:37:088 (1,2) - i think this jump is too big, no need for the emphasis ot be so big
00:37:708 (3,4,5) - the flow of these jumps isnt good imo. https://puu.sh/wqdGL/6ab39ae745.jpg is a suggestion
00:58:605 (3) - i understand that this slider is emphasising the vocals with its shape, but its pretty out of place, as this slider shape doesnt appear elsewhere in the map

advanced
00:15:571 (3,4,5,6) - i dont think this sort of flow should fit into a low difficulty map. should be intuitive and easy to read for new players
00:22:192 (3,4,5,6) - ^
00:42:881 (3) - make this face the following note


normal
00:15:571 (3) - slider shape??
00:43:709 (1,2) - maybe try fixing the slider shape of 1 so it blankets 2 better
00:43:709 (1,2) - ^
00:47:018 (3,4) - ^
ok you get the idea

ok thats all c:
personaly im not a fan of the flow, but the map is neat and tidy c:
gl ranking!
Topic Starter
hohol454

[ Lilu ] wrote:

hiya from ur queue


hard
00:37:088 (1,2) - i think this jump is too big, no need for the emphasis ot be so big it's the same as others?
00:37:708 (3,4,5) - the flow of these jumps isnt good imo. https://puu.sh/wqdGL/6ab39ae745.jpg is a suggestion changed
00:58:605 (3) - i understand that this slider is emphasising the vocals with its shape, but its pretty out of place, as this slider shape doesnt appear elsewhere in the map I'll keep it, it's a bit different but won't cause trouble for players so I don't see the harm

advanced
00:15:571 (3,4,5,6) - i dont think this sort of flow should fit into a low difficulty map. should be intuitive and easy to read for new players
00:22:192 (3,4,5,6) - ^ that's why it's advanced
00:42:881 (3) - make this face the following note done


normal
00:15:571 (3) - slider shape??
00:43:709 (1,2) - maybe try fixing the slider shape of 1 so it blankets 2 better
00:43:709 (1,2) - ^
00:47:018 (3,4) - ^
ok you get the idea tried to improve that

ok thats all c:
personaly im not a fan of the flow, but the map is neat and tidy c:
gl ranking!
thanks
pishifat


put an 18+ warning in the description

hard dong
00:00:675 (1) - 00:07:295 (1) - 00:13:916 (1) - etc should go with a cymbal finish (soft or normal's default) rather than the usual bass drum stuff. reflects song better for obvious reasons and whatnot. applies to alldiffs
00:25:295 (5,1) - could you go with like spacing more indicative of rhythm? 1/2 gap and 1/4 gap being the close to the same is pretty gross. can stack 1 under 5 or space them apart more
00:44:535 (2,3,4,5,6) - try to like make the curve of slider6 match the curve of the previous circles. gl interpreting my drawings cuz i can't explain this: original | continuous curve
00:56:949 (1,2,3) - same as that second point. go with bigger spacing between 2 and3
00:59:432 (4,1) - s a me

advanced dong
00:39:571 (3,4,1) - same as the other spacing stuff i've been complaining about. putting 4 to the right of 3 would make life ez
00:43:708 (1) - here's where bad things happen
first off, gonna need more new combo density here. like it's impossible to regain hp during this section. go with like a new combo every big white tick and ur k
second, should be leaving such low density rhythm for normal. instead of using 2/1 sliders, go with 1/1 stuff. the 1/4 can stay (though using slightly higher sv, like even .6x would be more ideal)
it kills ur map but i cant ignore it cuz it's a big deal

normal dong
00:29:019 - not sure why you're doing this blue break extension thing. like this is not how it's used lol
00:33:778 - could like the volume increase be more gradual? going 35% to 55% with such little change in the song is lol. other diffs do it ok tho
00:43:709 (1) - section is even worse on a normal:(
first, comboing thing still applies
second, changing sv/spacing concepts so much is like not a thing you should be doing on the lowest diff. gotta increase those (well, increasing sv will increase spacing as well, but yeah). go with like .9x sv and you'll be safe. and your map will also be ruined. great

concerns with advanced and normal kinda kill any interest id have in iconning, so unless you major changes for those, i won't be back lolz
Zero__wind
M4M from my queue

Red: unrankable issues
Purple: highly recommend to fix

General
clear

Normal
00:07:295 (1) - this touches the hp bar and doesn't look so nice, you can try rotating it in some waysto avoid placing it so high above
00:20:537 (1,3) - stack, and fix blanket after that
00:34:192 (1) - move this to around (368,116) to make the following flow more natural? 00:34:606 (2) - can be easily adjusted for consistent spacing
00:40:399 (6,1) - exchange nc for consistency

Advanced
AR6 is fairly enough for this diff
00:05:640 (4,5,6) - poor flow imo, try something like this
00:08:950 (3,4,5) - plz keep consistent 1.2x spacing
00:18:882 (4,5,6) - poor flow as well, try something like this
00:24:674 (2,3) - overlap looks messy
00:35:433 (1,2,3,4,5) - please keep consistent spacing here, this is not even a intense part of the music and you shouldn't be using any kind of jumps
00:36:881 (5,1) - this jump is too big for this diff, please rewokr this pattern
00:40:192 (4,1) - keep consistent spacing plz
00:43:708 (1,2,3) - ^
00:51:983 (8,9,10) - 00:56:949 (1,2,3) - ^


Hard
00:20:123 (8,9) - ctrl+g flows much better to 00:20:537 (1) -
not much to say

that's all for me
good luck
Topic Starter
hohol454
pishi
put an 18+ warning in the description 16+ seems more accurate, I'd like to teach the world to fap has more adult lyrics and it's 16+

hard dong
00:00:675 (1) - 00:07:295 (1) - 00:13:916 (1) - etc should go with a cymbal finish (soft or normal's default) rather than the usual bass drum stuff. reflects song better for obvious reasons and whatnot. applies to alldiffs ok
00:25:295 (5,1) - could you go with like spacing more indicative of rhythm? 1/2 gap and 1/4 gap being the close to the same is pretty gross. can stack 1 under 5 or space them apart more I thought it being the repetition of 00:12:054 (5,6) - would be enough even with different spacing but ok
00:44:535 (2,3,4,5,6) - try to like make the curve of slider6 match the curve of the previous circles. gl interpreting my drawings cuz i can't explain this: original | continuous curve The explanation makes more sense than the drawing for me :D
00:56:949 (1,2,3) - same as that second point. go with bigger spacing between 2 and3
00:59:432 (4,1) - s a me k

advanced dong
00:39:571 (3,4,1) - same as the other spacing stuff i've been complaining about. putting 4 to the right of 3 would make life ez k
00:43:708 (1) - here's where bad things happen
first off, gonna need more new combo density here. like it's impossible to regain hp during this section. go with like a new combo every big white tick and ur k
second, should be leaving such low density rhythm for normal. instead of using 2/1 sliders, go with 1/1 stuff. the 1/4 can stay (though using slightly higher sv, like even .6x would be more ideal)
it kills ur map but i cant ignore it cuz it's a big deal

normal dong
00:29:019 - not sure why you're doing this blue break extension thing. like this is not how it's used lol idk even what it does or how to remove it lolz
00:33:778 - could like the volume increase be more gradual? going 35% to 55% with such little change in the song is lol. other diffs do it ok tho made the hitsound volume consistent across diffs
00:43:709 (1) - section is even worse on a normal:(
first, comboing thing still applies
second, changing sv/spacing concepts so much is like not a thing you should be doing on the lowest diff. gotta increase those (well, increasing sv will increase spacing as well, but yeah). go with like .9x sv and you'll be safe. and your map will also be ruined. great I think a slight remap of the last 15 seconds on both diffs won't ruin anything

concerns with advanced and normal kinda kill any interest id have in iconning, so unless you major changes for those, i won't be back lolz

Zero_wind
M4M from my queue

Red: unrankable issues
Purple: highly recommend to fix

General
clear

Normal
00:07:295 (1) - this touches the hp bar and doesn't look so nice, you can try rotating it in some waysto avoid placing it so high above fixed
00:20:537 (1,3) - stack, and fix blanket after that y
00:34:192 (1) - move this to around (368,116) to make the following flow more natural? 00:34:606 (2) - can be easily adjusted for consistent spacing changed
00:40:399 (6,1) - exchange nc for consistency i don't care about this dong enough anymore

Advanced
AR6 is fairly enough for this diff increased ar before remap to remove ugly overlaps, not needed now
00:05:640 (4,5,6) - poor flow imo, try something like this
00:08:950 (3,4,5) - plz keep consistent 1.2x spacing It's pretty much 1.2x if you go from sliderhead to sliderhead
00:18:882 (4,5,6) - poor flow as well, try something like this ok
00:24:674 (2,3) - overlap looks messy spacing got smaller for some reason
00:35:433 (1,2,3,4,5) - please keep consistent spacing here, this is not even a intense part of the music and you shouldn't be using any kind of jumps
00:36:881 (5,1) - this jump is too big for this diff, please rewokr this pattern changed both
00:40:192 (4,1) - keep consistent spacing plz
00:43:708 (1,2,3) - ^
00:51:983 (8,9,10) - 00:56:949 (1,2,3) - ^

Hard
00:20:123 (8,9) - ctrl+g flows much better to 00:20:537 (1) - k
not much to say

that's all for me
good luck
Nostalgic
o/ m4m


  • [normal]
  1. 00:21:364 (2,4) - fix stack

well i can't really find anything. GL :)
Momochikun
hi

[Hard]
00:05:433 (4,5) - i think its better to follow vocal here

idk

[Advanced]
00:30:468 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - this part is a kind of too dense compared to the other stuff that kinda make spike on the diff, prob use some 1/1
01:03:570 (1) - unstack them ? i prefer spaced ryhthym here

[Normal]
00:26:330 (2) - how about slider + note instead ? kinda weird to start a long break after a reverse hit imo

sry short mod, i cant really enjoy the song tbh
gl
Topic Starter
hohol454

Nostalgic wrote:

o/ m4m


  • [normal]
  1. 00:21:364 (2,4) - fix stack fixed

well i can't really find anything. GL :)

Momochikun wrote:

hi

[Hard]
00:05:433 (4,5) - i think its better to follow vocal here I would do that if the vocals ended on the red tick, but they don't so i think it's better to follow the guitar. Also the vocals kinda stress on the white tick so it works with them too.

idk

[Advanced]
00:30:468 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - this part is a kind of too dense compared to the other stuff that kinda make spike on the diff, prob use some 1/1 it's 73 bpm 1/2. both previous section and kiai have the equivalent of 73 1/4 so I don't think it spikes the difficulty. the sliders are short so you don't have to follow them
01:03:570 (1) - unstack them ? i prefer spaced ryhthym here ye it's more readable

[Normal]
00:26:330 (2) - how about slider + note instead ? kinda weird to start a long break after a reverse hit imo ok

sry short mod, i cant really enjoy the song tbh
gl
thx for mods
pishifat
ok i did forget actually

drum-slidertick and drum-sliderwhistle are unused apparently

part after the kiai sounds like it was designed for the drum sampleset. claps are used on bass sounds, which is pretty weird with soft sampleset. if you want to use the soft hitnormal with drum additions, adding that as a custom hitnormal or changing additions for everything in this section to drum would work
this is confusing to explain

normal
00:37:088 (1) - should use same hitsound as adv/hard here

call me back as many times as it takes
Topic Starter
hohol454

pishifat wrote:

ok i did forget actually

drum-slidertick and drum-sliderwhistle are unused apparently

part after the kiai sounds like it was designed for the drum sampleset. claps are used on bass sounds, which is pretty weird with soft sampleset. if you want to use the soft hitnormal with drum additions, adding that as a custom hitnormal or changing additions for everything in this section to drum would work
this is confusing to explain

normal
00:37:088 (1) - should use same hitsound as adv/hard here

call me back as many times as it takes
did the thing (with drum additions)
pishifat
hitsounds on normal are still fucked
Topic Starter
hohol454
oops forgot the additions, fixed
pishifat
c
Nao Tomori
zz placeholder
sry for so late, been super busy with school lately

[hard]
u should totally do a custom diffname !

00:02:330 (3,4,5,6,7) - i think this is weird cuz u dont really from the vocal to the drum focus well. you could separate 00:03:157 (7) - with an nc and make it circle+slider to follow the drum rhythm better. also having a clap on the end is weird af cuz theres nothing suggesting that in the song.

00:05:019 (3) - same here, clap on end sounds so weird cuz your rhythm is fundamentally vocal based so hitsounding with drums is like ?_?

00:12:054 (5) - circle + slider at 00:12:261 - makes more sense with the backing instruments and the vocal pitch change.

00:23:640 (9) - imo slider on 8 works better cuz theres nothing in the song here. or just a 1/1 gap, fits much better.

00:25:295 (5) - same as above

00:39:571 (3,4,5,6,1) - rip visual spacing lol, the spacing between 3 and 561 is soo tiny even though everywhere else has much bigger visual spacing

mh i dont like how ds is used everywhere, it makes it impossible to separate which layers you follow in the song by patterning or w/e.

[advanced]
00:03:157 (5,6,1) - pixel overlaps aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

00:35:433 (1,2,3) - this kinda thing might be a bit confusing for noobs

00:43:708 (1,2) - tbh at least make them the same slider

[normal]
00:06:675 - 1/4 slider starting here could be cute tbh

00:20:537 (1,3) - imo dont perfect stack these on this diff

00:29:281 - break? or 2 beat long spinner with 2 beat recovery? having a gap here is a bit odd

00:44:535 - put the bend on the drum lol

not particularly sure how appropriate this is for the game.. i mean its literally about jacking off so lol

also not a fan of full ds top diffs, you can represent the song a lot better by incorporating jumps or pattern separation or whatever. good luck.
Topic Starter
hohol454

Naotoshi wrote:

zz placeholder
sry for so late, been super busy with school lately

[hard]
u should totally do a custom diffname ! Hard is the custom diffname ;)

00:02:330 (3,4,5,6,7) - i think this is weird cuz u dont really from the vocal to the drum focus well. you could separate 00:03:157 (7) - with an nc and make it circle+slider to follow the drum rhythm better. also having a clap on the end is weird af cuz theres nothing suggesting that in the song. Why make NC more complex when it works? Also circle + slider doesn't really follow the rhythm better because i wanted all three notes to be of the same importance which repeat slider achieves better.

00:05:019 (3) - same here, clap on end sounds so weird cuz your rhythm is fundamentally vocal based so hitsounding with drums is like ?_? it works imo. Changed hitsounds around 00:10:812 - tho since it sounded weird

00:12:054 (5) - circle + slider at 00:12:261 - makes more sense with the backing instruments and the vocal pitch change. works with drums and guitar but loses the vocals focus since the pitch change is really off.

00:23:640 (9) - imo slider on 8 works better cuz theres nothing in the song here. or just a 1/1 gap, fits much better. there is guitar

00:25:295 (5) - same as above

00:39:571 (3,4,5,6,1) - rip visual spacing lol, the spacing between 3 and 561 is soo tiny even though everywhere else has much bigger visual spacing fixed

mh i dont like how ds is used everywhere, it makes it impossible to separate which layers you follow in the song by patterning or w/e. since when is spacing used to separate which layers you follow? that's usually done with patterning and rhythm.

[advanced]
00:03:157 (5,6,1) - pixel overlaps aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa fixed

00:35:433 (1,2,3) - this kinda thing might be a bit confusing for noobs advanced isn't for total noobs anymore tho

00:43:708 (1,2) - tbh at least make them the same slider doesn't matter

[normal]
00:06:675 - 1/4 slider starting here could be cute tbh on a normal?

00:20:537 (1,3) - imo dont perfect stack these on this diff ar4 helps with this, the stack lasts only for a short time

00:29:281 - break? or 2 beat long spinner with 2 beat recovery? having a gap here is a bit odd break

00:44:535 - put the bend on the drum lol removed random red anchors

not particularly sure how appropriate this is for the game.. i mean its literally about jacking off so lol so it this https://osu.ppy.sh/b/271109


also not a fan of full ds top diffs, you can represent the song a lot better by incorporating jumps or pattern separation or whatever. good luck. I think it can be fun to have a simple linear map without jumps and only use rhythm and patterning to make it interesting
thanks
sahuang
Hard is the default diffname, not custom

Normal is fine

In advanced can you make sure distances are mostly consistent? Cuz i think many notes are too close to each other etc. 00:03:157 (5,6,1) - 00:04:812 (2,3,4) - The distance for 00:06:881 (6,1) - is the most natural imo, 00:11:433 (2,3,4) - those feel really bad because everything is crashed together..Can you adjust the spacing in this diff thanks

Hard
00:03:778 - map this
00:11:433 - 00:12:261 - these downbeats should be emphasised imo, not blue lines. same forthe other place

Should be all, I really hope you can make advanced more visually neat and more aesthetics
Topic Starter
hohol454

sahuang wrote:

Hard is the default diffname, not custom that was just a bad joke about the song subject giving "hard" another meaning. I'm not a fan of custom difficulty names on super small mapsets.

Normal is fine

In advanced can you make sure distances are mostly consistent? Cuz i think many notes are too close to each other etc. 00:03:157 (5,6,1) - 00:04:812 (2,3,4) - The distance for 00:06:881 (6,1) - is the most natural imo, 00:11:433 (2,3,4) - those feel really bad because everything is crashed together..Can you adjust the spacing in this diff thanks fixed. I think i scaled the whole beatmap slightly for some reason and forgot to fix DS properly

Hard
00:03:778 - map this ok
00:11:433 - 00:12:261 - these downbeats should be emphasised imo, not blue lines. same forthe other place I get the idea but I like the vocal emphasis here more

Should be all, I really hope you can make advanced more visually neat and more aesthetics
thanks
sahuang
Fine I will rebubble this since it has been 2 months

pishi will qua it(hopefully
pishifat
Hard
ZekeyHache
lol what
Weber
Oh my fucking god thank you so much for mapping sexualobster FUCK YES
Chewin
wth guys ahahahahahah

btw isn't the timing a bit fked?
Shmiklak
I need some lotion too
Uta
umm... hello? what is this map again? xD
Topic Starter
hohol454

Chewin wrote:

btw isn't the timing a bit fked?
Idk it seems correct to me. It's just that some parts are a bit tricky to acc when there are only vocals or guitar I think.
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