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Thanks for the mod.seselis1 wrote:
o/ from my modding qNormal00:01:402 (2) - blanket better but actually 00:00:455 (1,2,3) - these should be spaced equally, I mean a space between 00:00:455 (1,2) - these two and 00:01:402 (2,3) - these two should be the same as between 00:01:718 (3,4) - these. As for normal spacing should be proportional to time and variations in lower diffs are discouraged I tried to fix this...
00:08:981 (7,8,9) - imao it shouldn't be so straightforward, you should make it a bit more angle (something like 00:12:139 (2,3,4) - there) Fixed
00:12:455 (3,5) - objects are too close Fixed
00:20:665 (10) - NC Fixed
00:28:244 (1,5) - fix overlap Fixed
00:33:928 (6) - better stack it with 00:32:033 (3) - this slider's tail bc of the overlap Fixed
00:40:560 (2) - something like this would be more comfortable: Fixed
00:41:033 - maybe insert break? Fixed
00:43:402 (1,3) - those overlaps look really bad, you should fix them all in the rest of your map Fixed
00:46:560 (5,2) - ^
00:52:876 (8,1) - ^
00:57:297 (7,9) - ^ etc
00:48:139 (1) - remove NC Fixed
00:48:455 (2) - add NC Fixed
01:12:928 (6) - hard to follow when it's the only object on red line. Mb try this Fixed
01:13:718 (1,2,3,4,5,6,7) - This section should also be only on the white ticks, bc it's harder to click (especially for Normal diff) on red ticks Fixed
01:40:876 (2) - I think spinner would fit better (from 01:40:876 - to 01:43:718 - ) Good idea, I've recently noticed lots of spinners in lower diffs.
02:05:507 (3) - ctrl+h would be more comfortable (then you should fix object placement after) Fixed
02:21:928 (1,2,3,4,5,6,7) - as for Normal, it's a too long chain of circles, you should put a slider instead of some circles. I suggest you this Fixeddon't make a fussGL!00:06:139 (3,4) - instead of these two, what about a 1 repeated slider Fixed
00:10:876 (2) - I think it's hard to notice it since slider covers it Switch some objects around.(Fixed)
00:14:191 (7,1) - this jump (from circle to slider) is too straightforward and uncomfortable Fixed?
00:15:612 (4) - should be spaced more Fixed
00:26:033 (1) - should be spaced a bit more Fixed
00:30:770 (10) - NC Fixed
00:32:033 (1) - remove NC Fixed
00:40:876 - what about a break? I prefer not
00:45:455 (4,5) - jump is too straightforward :/ It still follows flow nicely in my opinion
00:45:928 (7) - NC would be good Fixed
00:49:402 (5,1) - overlap Fixed
01:00:455 (9) - NC NC's work best on a downbeat
01:01:086 (13) - NC Why would I put a NC if its the last object into a break?
01:11:665 (7) - hard to notice Fixed
01:16:718 (5) - ^ Fixed
01:10:876 (6,8) - overlap Fixed
01:20:349 - a stream would fit here I considered a stream but I was following the guitar rather than claps.
01:50:348 (7,8) - jump is~ you know I still think it follows the flow, if others keep mentioning it, I'll see how I can change it
01:50:349 (7) - NC Fixed
01:54:139 (7) - ^
02:08:033 (7) - ^
02:14:191 (3,1) - jump is uncomfortable Fixed
02:24:455 (2) - what about a 1/4 slider Aesthetically that would look strange, it would also add an extra unwanted beat.
Thanks for the modfffffffffffffxD wrote:
Hello there, from that m4m, my turn now ^^ though it's not gonna be an excelent detailed mod as I'm new to mapping/modding overall, but I'll try my best to be at least somewhat helpful.. well I'm gonna mod maps that aren't wip, so. let's get started.NormalMaybe add some hitsounds too so you can emphasize even more the rhythm and patterns ^^ Yea I know Its just that I was having trouble hitsounding something this slow.
Okay.. I think you should have ds enabled and chenge it to 1.0x in the mapset or 1.3x at max.. (and then resnap?) I think 1.5 is too much for this diff and some notes can get hard to reach by new players, the changes I'm gonna suggest here are using 1.0x as a reference and they all have the same purpose of decrease the spacing between each object, but hopefully you'll get the idea when I point them out, Imma use X and Y position to be more specific: Fixed
00:01:402 (2) - x:192 y:192 |
00:01:718 (3) - x:288 y:160 |
00:03:297 (4) - x:192 y:192 |
00:03:612 (5) - x:160 y:288 |
00:03:928 (6) - x:256 y:320 |
00:04:244 (7) - x:352 y:288 |
00:05:823 (1) - x:288 y:352 |
00:06:139 (2) - x:256 y:256 |
00:06:455 (3) - x:160 y:224 |
00:06:770 (4) - x:192 y:128 }--Fixed
00:08:349 (5) - x:96 y:160 |
00:08:665 (6) - x:160 y:224 |
00:09:928 (8) - x:160 y:224 |
00:10:244 (9) - x:96 y:160 |
00:10:560 (1) - x:160 y:96 |
00:12:139 (2) - x:224 y:160 |
00:12:455 (3) - x:192 y:256 |
00:12:770 (4) - x:256 y:320 |
00:13:086 (5) - x:352 y:320 |
00:14:033 (6) - x:320 y:64 |
00:14:349 (7) - x:224 y:64 |
00:15:928 (1) - x:320 y:64 |
00:16:244 (2) - x:384 y:128 (well this one is better at the other ''side'' because when the player is finishing the slider he might think that 2 is the next object (even when the number says otherwise)
00:16:560 (3) - x:320 y:192 |
00:16:876 (4) - x:288 y:288 |
00:18:455 (5) - x:224 y:224 |
00:18:770 (6) - x:128 y:192 |
00:19:086 (7) - x:64 y:128 |
00:19:402 (8) - x:128 y:64 |
00:20:349 (9) - x:96 y:320 |
00:20:665 (1) - x:192 y:320 |
And so on..
00:20:665 (1) - Btw this shouldn't be a NC at all.. it seems out of place to me, you could really use an extra note in your combos at end for variety and since it's the last one it'd make sense to keep it with the previous combo, which btw you made them really clear and they're well used Fixed
00:39:612 (1) - ^ Fixed
00:28:244 (1) - You.. don't think it's better to remove that NC? I think it'd fit the rhythm better and be more intuitive, but that might be me Fixed
00:43:402 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,1,2,3) - I think the way you mapped this part fits better if used from 00:25:718 to 00:40:876 - The less intense part should have the ESS only while the intense part should have both ESS and 1/1 sliders.. it should present more variety and more dense notes - this logic can apply to your entire mapset It's a bit tricky to make such a large difference, And I think the way it's map is fine as the more intense section is a bit harder to read I think.
01:10:560 (3) - Even though I know it's a normal not a easy, this can be a complicated slider shape for newbies, and it seems a bit out of place to, most of your sliders have a curved angle thing you can recognize/memorize throughout the map, but this.. appears out of a sudden, consider that most people who'll play normal still barely know how a slider works. Fixed
01:20:665 (3) - ^ if you're gonna use these, save them for the most intense moments of the song, the climax and whatnot Fixed
01:23:823 (1,1,1,1,1,1,1) - Nice
02:01:718 (11) - This can be more acceptable when representing the density of a song - this should prob appear once, here (and in other chorus) Fixed
02:04:244 - From this to 02:24:770 I feel like this part is asking for those more curved sliders like 01:20:665 (3) Fixed
Simple but fun map ^^ the way it needs to be.. I couldn't think of complex stuff, I think you have a better understand vision of those things than me, so.. yeah.
So.. the other diff (which is not a wip) is too hard for me >.<' I can try to mod it anyways if you want but I have 0 experience with this diff and therefore I can be even less helpful lol That's fine, I needed more mods on my lower difficulties anyway, and you gave heaps of help and advice.
But your map is cool dude.. I hope I was helpful smh and sorry for having very little actual content in my mod.. :/ Good luck with mapping!
Thanks for the mod and starAnvei wrote:
newb mod incoming >.< also nice music taste there \o/
m4m for your mod-don't make a fuss00:33:297 (1) - nc? Fixed
00:37:086 (1) - nc? remove nc from the second white tick before Fixed
00:38:349 (1) - nc? Fixed
00:45:139 (2,3,4,5) - well that's pretty unexpected, consider making these jumps slightly easier This is the Expert difficulty and the map is supposed to have rather unexpected patterns and jumps.
00:59:823 (1) - maybe new combo? big white tick Fixed
01:17:981 (7) - i think you could make this one slider into 2 small ones and a circle on red tick Fixed, but I found that the second slider worked better as a repeat slider
01:56:349 (1) - no need for new combo there, instead make it on the big white tick slider The whole jump pattern is a new combo every 2 objects. But I did put a nc on the Downbeat.
01:59:823 (7,8) - pretty weird pattern Fixed(ish)
02:10:560 (8) - nc? Fixed
02:11:823 (1) - nc? Fixed
nothing really to mod here for me, the map is great.
i feel like i didn't really help much, instead i'll just shoot a star
Thanks for the modelena2705 wrote:
m4m
Don't make a fuss
In all map i don't like how you made jumps. They are uncomfortable, look bad and all jumps look like ordinary and the same. Also you can sutiate them much father to each other.
00:00:455 (1,2,3) - this pattern is uncomfortable. This is more comfortable, despite of the huge Ds https://imgur-archive.ppy.sh/KPF15JI.jpg The snapping jumps emphasize the quick sharp sounds in the guitar. Your suggested pattern is in flow which emphasizes the music poorly.
Why in the all first part sliders with one point ( i mean rounded sliders)? It semms strange, ugly, and etc. Use all types of sliders. And straight sliders also use.
There are no sharp sounds in the first section of the map. Red anchor sliders will emphasize the sound poorly. Also the rounded edges are more welcoming to the eyes, where as Sharp edges can be intimidating, I think the music is more welcoming rather than intimidating.
00:01:718 (1,2,3,4) - then smth like this: https://imgur-archive.ppy.sh/BOGaWob.jpg ^
00:02:981 (1,2,3,4,5,6,7,8) - then smth like this: https://imgur-archive.ppy.sh/PC7CeDT.jpg and https://imgur-archive.ppy.sh/JJ8ZA3C.jpg
00:02:349 (1) - why Nc??? Good question.
00:04:244 (1,2,3) - why this hasn't got a simmetry or blanket? Not sure what you mean. But I blanketed the repeat slider with another object.
00:15:455 - there should be a note Fixed
00:16:244 (6) - this should be changed for 3 notes I'm focused on the sound in the background.
00:22:402 - note There is no beat or sound on this tick.
00:21:928 - it's advice for you. Try not to use tail of the slider in the big yellow tick. A head of slider is cool, but tail...
And etc. Fixed
All, that i told higher, throughout the map. You should work on rhythm and patterns. If you don't find here smth that you want to change in your map, i continue to write this mod. But now i think it's enough. Also in the Normal diff look at the blankets, they are not ideal.
So Good luck)))
You completely missed the point of the map/mapping style. The map relies on irregular flow which most players aren't used to making this map sort of stand out in my opinion. Almost every object overlaps one another throughout the map. The first section is set up for next.
Thanks for the modjosh1024 wrote:
M4M:Box.NormalAs for aesthetics, uh, just make sure if u use blankets, make them perfect. I'll keep this in mind for next time.
- 00:08:981 (7) I'd avoid slider head on redtick, no loud sound here. It's not on red tick tho.
- 00:34:244 (7) - 00:35:507 (9) etc. ^
- 00:19:402 (8,9,10) new players might read this as 8>10>9. since this is the lowest diff I wouldn't have 10 closer to 8's end than 9. Fixed
- 00:48:455 (1,3) - 00:49:718 (3,5) etc. ^
- 00:29:823 (4,1) major overlap. again, may confuse newbs. Fixed
- 00:57:297 (7,10) - 01:54:139 (5,3) etc. ^
better, just blanket everything. pleasing to the eye.
Also AiMod to check DS, on Normal it's required. Fixed
don't make a fuss
oh shit a 5.53 star
getting me ass kickedmay wanna keep combo lengths somewhat consistent as well ex: 00:00:455 (1) 4 beats yet 00:05:507 (1) 8 beats. New combo on a different sound which is also the downbeat.
- 00:02:349 (3) many sliders end on the start of a measure. I'd prefer something to click? Fixed
- 00:02:191 (2,3,1) I'd have larger gap before objects on whitetick. in this song thats more true cuz intensity stays around the same and introducing emphasis any other way is just a bit awkward. Fixed
- 00:03:139 (1,2,3,4,5,6,7) ex: I'd have 1>2, 3>4 larger than 2>3, 4>5 cuz 2, 4 are on whiteticks.Fixed
- 00:04:244 (1,2) - 00:04:876 (3,4) - 00:05:507 (1,2) many circles after curved sliders follow the rotation so 00:08:665 (3,4) I would expect 4 on the left of 3. or something along this line (1) (2) ccw 1>2>3 cw >4>5 Fixed with a different pattern.
- 00:11:033 (3,4) ^ sort of. 00:18:455 (3,4,5) rotation make it like 5>4 wat
- 00:45:297 (3,4,5) ppl tend to dislike wide angles, especially when the music isn't giving them a cue (doesn't rly stand out) Fixed
- 00:43:402 also, just saying (cuz I can't play 4.5+ star) jumps seems random to me. it'd be nice if you stick to just one or two patterns like 00:50:191 (2,3,4,5,6) I mean it's pretty recognizable and predictable plus it already appeared before so players would be prepared. The map's common theme is irregular flow and unexpected patterns.
- 02:04:244 same here. since u use these 02:12:612 (1,2,1,2,1,2,1,2,1,2,3) it'd make sense to map most other jumps in this section similarly. ex: 02:04:244 (1,2,3) - 02:04:718 (4,5,6) - 02:05:191 (7,8,1) etc. could be in a group like 02:06:139 (1,2,3,4) I map this pattern to emphasize the main guitar solo.
Personally I wouldn't hate irregular rhythms but I do dislike uncommon flow. But then again, as some1 who can't even play I'd say map what u want, just try not to set off BNs lol. GL.