forum

ONE OK ROCK - C.h.a.o.s.m.y.t.h.

posted
Total Posts
15
Topic Starter
-Lemons
This beatmap was submitted using in-game submission on Friday, November 06, 2015 at 3:44:01 AM

Artist: ONE OK ROCK
Title: C.h.a.o.s.m.y.t.h.
Tags: Zankyo Reference ???????? Post Hardcore Alt Rock chaosmyth
BPM: 93
Filesize: 8426kb
Play Time: 01:04
Difficulties Available:
  1. L.e.g.a.c.y. (4.17 stars, 208 notes)
  2. Old (5.1 stars, 1156 notes)
Download: ONE OK ROCK - C.h.a.o.s.m.y.t.h.
Information: Scores/Beatmap Listing
---------------
The Great Remappening


UndeadCapulet
I'm just here for the KD~

:3
[General]

Go talk to Ringating or something
Take a look at this semi-decentish i guess guide on picking out nice combo colors to go with your background if you need to/haven't already.

[Aesthetics Stuff]

There's a bunch of general stuff that needs to be addressed so I'm just going to make aesthetics it's own section to keep the main mod from being cluttered.

You need to work on your blanketing consistency. Stuff like 00:01:333 (4,5) - being immediately followed by 00:02:300 (7,8) - looks really unpolished and sloppy. Go through a big blanketing overhaul on your map; make the spacing more consistent and cut out crunched arcs like the aforementioned 00:01:333 (4,5) - , 00:04:720 (3,4) - , etc. (things get better as you go later in the map, so you'll probably spend most of your times in the earlier sections).

Furthermore, work on your slider blankets, stuff like 02:37:597 (5,6) - looks silly.

Avoid right-angled/jagged elbows such as 00:14:881 (6) - . They make the cursor and overall map area feel cramped and cut off flow and momentum. Keep your angles either really obtuse or really acute to form a pseudo-repeating slider. This general rule of thumb applies to sliders such as 00:20:823 (1) - as well, designs like this look and play better.

[L.e.g.a.c.y.]

01:00:984 (2,3,4,5,6) - Shift (2) to the right so it's somewhat tucked in behind 6 and have the stream start lower. When the cursor finishes off 2 it doesn't travel enough distance to enjoy getting to 3.
01:22:436 (6,7) - 6 point to the top of screen, 7 to the bottom; carry the up and down motion from the previous jumps into these sliders.
01:33:081 (1) - Nice slider :3
01:34:210 (5,6,7) - I don't like this triplet, I'd rather you delete 6 and move 7 near the top of the screen. This plays well enough though, I suppose, so it's up to you.
01:34:694 (1) - Change this to two circles, the tail is on a stronger beat than the head, and it feels underwhelming. If this is supposed to be a vocal slider, then don't use a vocal slider here, it's not powerful enough to warrant one. Same applies to 01:35:339 (3) - to an extent.
01:35:581 (4) - Delete please
01:51:791 (5) - I'm stealing this
01:53:081 (2,3,4,5,6,7) - I'm assuming skipping the yellow tick here is an error, pls fix
Break between 02:11:791 (4,1) - please
02:25:339 (2) - If you're really that against filler beats then at least make this a repeating slider so there's no awkward pause immediately after the kiai starts (this kind of applies to the earlier kiai too, but the circle there nullified the pause somewhat whereas here a slidertail emphasizes it).
Break between 03:13:887 (1,1) - please
03:19:049 (1,1) - ^
03:26:307 Note?
03:31:145 (1,2,3,4,5,6,1) - This looks like all of your other streams. Space the notes out more for a better denotement of the change to 1/6 (or use kick sliders or something idfk).
03:31:791 (1) - 1/8 slider for added emphasis and finality
03:34:210 (1) - Have this push to the left, it pushing the same direction as the previous slider (at a 45 degree angle no less) is really awkward. Drop the next slider down if you need room.
03:35:581 (6) - Delete? Or am I missing something?
03:39:371 (5,6) - These don't really need to be kick sliders.
03:41:468 (1,2,3,4) - Is this part not just 1/4? I don't see a point to this stream.
03:51:307 (7,8,1,2) - This is a weird rhythm and I'm not really sure what you're trying to map to.
04:01:468 (1,2,3,4,1,2,3,4) - Can this not just stay 1/2? There isn't any change in the music to denote a shift to 1/4 (vocals were 1/4 before and the first 1 doesn't even land on a vocal so).
04:06:146 (5) - Ctrl+G
04:23:968 (1,2,3,4,5) - umm?
04:28:565 - You turn kiai on but don't put a note down here wai
04:56:960 (1) - Awkward slider to have after a spinner, it's completely diagonal.
05:10:040 (1) - The trill starts at 05:09:987

Good luck with approval and stuff~ <3
Topic Starter
-Lemons
Thanks an infinite amount for all your help!

UndeadCapulet wrote:

I'm just here for the KD~ I wish I could give more ;-;

:3
[General]

Go talk to Ringating or something
Take a look at this semi-decentish i guess guide on picking out nice combo colors to go with your background if you need to/haven't already. Thank you!

[Aesthetics Stuff]

There's a bunch of general stuff that needs to be addressed so I'm just going to make aesthetics it's own section to keep the main mod from being cluttered.

You need to work on your blanketing consistency. Stuff like 00:01:333 (4,5) - being immediately followed by 00:02:300 (7,8) - looks really unpolished and sloppy. Go through a big blanketing overhaul on your map; make the spacing more consistent and cut out crunched arcs like the aforementioned 00:01:333 (4,5) - , 00:04:720 (3,4) - , etc. (things get better as you go later in the map, so you'll probably spend most of your times in the earlier sections).

Furthermore, work on your slider blankets, stuff like 02:37:597 (5,6) - looks silly.

Avoid right-angled/jagged elbows such as 00:14:881 (6) - . They make the cursor and overall map area feel cramped and cut off flow and momentum. Keep your angles either really obtuse or really acute to form a pseudo-repeating slider. This general rule of thumb applies to sliders such as 00:20:823 (1) - as well, designs like this look and play better. I will definitely head through the map and fix this stuff up. As you know this is my first map so as the song goes along it gets better :P

[L.e.g.a.c.y.]

01:00:984 (2,3,4,5,6) - Shift (2) to the right so it's somewhat tucked in behind 6 and have the stream start lower. When the cursor finishes off 2 it doesn't travel enough distance to enjoy getting to 3. Fixed
01:22:436 (6,7) - 6 point to the top of screen, 7 to the bottom; carry the up and down motion from the previous jumps into these sliders. Fixed
01:33:081 (1) - Nice slider :3 ty <3
01:34:210 (5,6,7) - I don't like this triplet, I'd rather you delete 6 and move 7 near the top of the screen. This plays well enough though, I suppose, so it's up to you. Replaced with a back and forth slider
01:34:694 (1) - Change this to two circles, the tail is on a stronger beat than the head, and it feels underwhelming. If this is supposed to be a vocal slider, then don't use a vocal slider here, it's not powerful enough to warrant one. Same applies to 01:35:339 (3) - to an extent. They were vocal sliders, but I see what you mean by them not being strong enough to warrent it, so fixed
01:35:581 (4) - Delete please You got it b0ss
01:51:791 (5) - I'm stealing this Capulet stealing something I made? *Blush*
01:53:081 (2,3,4,5,6,7) - I'm assuming skipping the yellow tick here is an error, pls fix It was intentional, however you do raise a good point that I should probably just use kicksliders here
Break between 02:11:791 (4,1) - please Sure Can
02:25:339 (2) - If you're really that against filler beats then at least make this a repeating slider so there's no awkward pause immediately after the kiai starts (this kind of applies to the earlier kiai too, but the circle there nullified the pause somewhat whereas here a slidertail emphasizes it). I just like bugging you about your filler notes <3, but I see what you're saying here so I added a note after the slider
Break between 03:13:887 (1,1) - please Fixed, I also removed the 1,1,1,1 combo in exchange for 1,2,1,2 since the NC was meant to help with the drain but the breaks will accomplish the same
03:19:049 (1,1) - ^ shoor
03:26:307 Note? Pardon me, it appears I am deaf to drums
03:31:145 (1,2,3,4,5,6,1) - This looks like all of your other streams. Space the notes out more for a better denotement of the change to 1/6 (or use kick sliders or something idfk). Changed to kicksliders
03:31:791 (1) - 1/8 slider for added emphasis and finality Gotcha
03:34:210 (1) - Have this push to the left, it pushing the same direction as the previous slider (at a 45 degree angle no less) is really awkward. Drop the next slider down if you need room. Oh god I did a 45 Degree angle
03:35:581 (6) - Delete? Or am I missing something? whoops
03:39:371 (5,6) - These don't really need to be kick sliders. Changed to just be single notes
03:41:468 (1,2,3,4) - Is this part not just 1/4? I don't see a point to this stream. fixed
03:51:307 (7,8,1,2) - This is a weird rhythm and I'm not really sure what you're trying to map to. Definitely needs a fix, I'll try some different things out
04:01:468 (1,2,3,4,1,2,3,4) - Can this not just stay 1/2? There isn't any change in the music to denote a shift to 1/4 (vocals were 1/4 before and the first 1 doesn't even land on a vocal so). I was originally following the guitar plucking, but what you're saying is correct so I'm keeping it consistent 1/2th
04:06:146 (5) - Ctrl+G Sure can
04:23:968 (1,2,3,4,5) - umm? Whoops
04:28:565 - You turn kiai on but don't put a note down here wai I forget how to map sometimes
04:56:960 (1) - Awkward slider to have after a spinner, it's completely diagonal. Changed this and the slider after it
05:10:040 (1) - The trill starts at 05:09:987 Fixed

Good luck with approval and stuff~ <3 Without your help the map probably wouldn't even be half done <3
Nakarin_
Hey there! Hitsounding by request :D

Volume levels
00:00:000 (0) - 00:20:823 (1) - Soft: 30% Volume
00:20:823 (1) - 00:56:952 (1) - Normal: 40% Volume
00:56:952 (1) - 00:59:532 (1) - Normal: 60% Volume
00:59:532 (1) - 01:00:177 (4) - Normal: 70% Volume
01:00:177 (4) - 01:00:823 (1) - Normal: 75% Volume
01:00:823 (1) - 01:01:468 (1) - Normal: 80% Volume
01:01:468 (1) - 01:02:113 (2) - Normal: 85% Volume
01:02:113 (2) - 01:12:436 (3) - Normal: 90% Volume (KIAI)
01:12:436 (3) - 01:22:758 (8) - Normal: 80% Volume
01:22:758 (8) - 01:33:081 (1) - Normal: 90% Volume (KIAI)
01:33:081 (1) - 01:43:081 (1) - Normal: 80% Volume
01:43:081 (1) - 01:48:565 (1) - Soft: 50% Volume
01:48:565 (1) - 02:13:081 (1) - Normal: 50% Volume
02:13:081 (1) - 02:14:049 (3) - Soft: 50% Volume
02:14:049 (3) - 02:22:113 (1) - Normal: 60% Volume
02:22:113 (1) - 02:24:371 (1) - Same as last Pre-Chorus
02:24:371 (1) - 03:05:662 (7) - Same as last Chorus
03:05:984 (1) - 03:11:145 (1) - Normal: 50% Volume
03:11:145 (1) - 03:26:630 (1) - Soft: 70% Volume
03:26:630 (1) - 03:29:210 (1) - Normal: 75% Volume
03:29:210 (1) - 03:31:791 (1) - Normal: 100% Volume
03:31:791 (1) - 03:57:597 (1) - Normal: 85% Volume
03:57:597 (1) - 04:05:339 (1) - Soft: 50% Volume
04:05:339 (1) - 04:08:242 (1) - Same as last Pre-Chorus
04:08:242 (1) - 04:49:371 (1) - Same as last Chorus
04:49:371 (1) - 04:56:629 (1) - Soft: 50% Volume
04:56:629 (1) - 05:07:299 (1) - Soft: 30% Volume
05:07:299 (1) - 05:09:987 (1) - Soft: 20% Volume
05:09:987 (1) - End - Soft: 10% Volume

Hitsounded map: http://puu.sh/h8Uup/38e6a93fd5.zip

Good luck on approval and such^^
Topic Starter
-Lemons
Thanks a million Naka <3
Keada
M4M here <3


  • General

  1. Consider adding one more to combo colours

    Think that colour fits
    Combo5 : 230,215,184
  2. Remove this

  • L.e.g.a.c.y

  1. 00:00:204 (1,2,3,1,2,3) - these notes will look so much better and flow much better if you did it like this http://puu.sh/h9R20/25682a1590.jpg
  2. 00:04:397 (1,2,3) - consider DS here 1.5 so it would look like this http://puu.sh/h9R7z/8409f33b8d.jpg
    to do that you need to move this note 00:04:558 (2) - to x:292 y:304
    and this 00:04:720 (3) - to x:372 y:204
    and blanket next not with putting 00:05:042 (4) - on x:408 y:120
  3. 00:06:333 (5) - consider stacking it with 00:06:978 (7) -
  4. if you do that you can move 00:06:494 (6) - on x:144 y:192
  5. 00:18:268 (1,2) - try to have the same DS here as you had in 00:15:687 (1,2) -
  6. 00:28:403 (3) - consider stacking this on the end of this slider 00:27:919 (1) -
  7. 00:30:177 (9) - move to x:184 y:204
  8. 00:34:855 (1,2,3,4) - suggestion: you can make a diamond here? like this http://puu.sh/h9REd/b9ea0f26a7.jpg
  9. 00:36:145 (7) - move to x:184 y:244 for correct DS, and it looks better imo
  10. 00:42:113 (3,4,5,6) - you could improve this diamond shape :>
  11. 00:55:984 (3) - move this note to x:256 y:256
    and then stack these 00:56:952 (1,2,3) - on the same place :>
  12. 01:00:984 (2) - this flowed really bad, consider moving it to x:312 y:240 and make the slider end tilt towards 01:01:145 (3) - like this for example: http://puu.sh/h9Sbf/8b084f1687.jpg
  13. 01:08:726 (2) - consider making this like this: http://puu.sh/h9Sgn/40c19360b6.jpg looks better imo
  14. 01:11:145 (3,4) - you could improve this blanket
  15. 01:24:210 (2) - I dont recommend making this slider curved like that, try to make it like this http://puu.sh/h9SpT/cd9aeac262.jpg
  16. 01:29:371 (2) - ^ http://puu.sh/h9Sxk/9668106864.jpg
  17. 01:30:662 (2,4) - blanket with this 01:30:339 (1) -
  18. 01:35:984 (7) - same as I said above ><
  19. 01:44:049 (3) - this doesnt look good tbh, you can copy 01:44:371 (4) - and ctrl+h and ctrl+j and place it at x:228 y:156 <-- just a suggestion where to put it
  20. 01:50:984 (9) - move slightly to the right about x:28 y:256 and you get perfect blanket
  21. 02:04:371 (2) - try not to overlap this one, make it like this instead http://puu.sh/h9SYK/76dc27d7f6.jpg
  22. 02:13:645 (2) - move this 1 tick forward (I know youre going for voice placing etc but, it would be much better in my mind)
  23. 02:16:307 (6) - you could move this to x:348 y:212
  24. 02:57:274 (6) - try to copy this 02:57:597 (7) - and ctrl+h ctrl+j and do it like this http://puu.sh/h9TBH/a9195e90c9.jpg
  25. 03:05:984 (1) - consider making this into a jump, because its a break between so it fits with a jump. my suggestion: x:452 y:88
  26. 03:34:371 (2) - place on x:280 y:88 for better flow
  27. 04:14:533 (2) - ctrl+g?
    if so ctrl+g these as well 04:14:855 (3,5) -
  28. 04:27:436 (1,2,3) - try to keep same on the notes after this slider
  29. 05:04:702 (1) - move this to x:64 y:7?
    if so put this 05:05:186 (2) - at x:216 y:24
Here ya go! hope this helps :D
Love the song <3 was fun to mod :>
Topic Starter
-Lemons

Keada wrote:

M4M here <3


  • General

  1. Consider adding one more to combo colours

    Think that colour fits
    Combo5 : 230,215,184
    The color code is wrong but I found the one you meant
  2. Remove this
    wtf when did that even get checked on

  • L.e.g.a.c.y

  1. 00:00:204 (1,2,3,1,2,3) - these notes will look so much better and flow much better if you did it like this http://puu.sh/h9R20/25682a1590.jpg Agreed
  2. 00:04:397 (1,2,3) - consider DS here 1.5 so it would look like this http://puu.sh/h9R7z/8409f33b8d.jpg
    to do that you need to move this note 00:04:558 (2) - to x:292 y:304
    and this 00:04:720 (3) - to x:372 y:204
    and blanket next not with putting 00:05:042 (4) - on x:408 y:120Done and Done
  3. 00:06:333 (5) - consider stacking it with 00:06:978 (7) -
  4. if you do that you can move 00:06:494 (6) - on x:144 y:192 100%
  5. 00:18:268 (1,2) - try to have the same DS here as you had in 00:15:687 (1,2) - I wanted to keep this one less of a jump than the other as it's "coming back" from the pause if you get what I'm saying
  6. 00:28:403 (3) - consider stacking this on the end of this slider 00:27:919 (1) - I swear that was stacked the last time I looked
  7. 00:30:177 (9) - move to x:184 y:204Sure can
  8. 00:34:855 (1,2,3,4) - suggestion: you can make a diamond here? like this http://puu.sh/h9REd/b9ea0f26a7.jpg That's a good suggestion
  9. 00:36:145 (7) - move to x:184 y:244 for correct DS, and it looks better imo You are correct
  10. 00:42:113 (3,4,5,6) - you could improve this diamond shape :> Moved in the slider so it's a sharper shape
  11. 00:55:984 (3) - move this note to x:256 y:256
    and then stack these 00:56:952 (1,2,3) - on the same place :>Sure can
  12. 01:00:984 (2) - this flowed really bad, consider moving it to x:312 y:240 and make the slider end tilt towards 01:01:145 (3) - like this for example: http://puu.sh/h9Sbf/8b084f1687.jpg Yeah I got you
  13. 01:08:726 (2) - consider making this like this: http://puu.sh/h9Sgn/40c19360b6.jpg looks better imoYou are correct
  14. 01:11:145 (3,4) - you could improve this blanketChanged both sliders, should be good now
  15. 01:24:210 (2) - I dont recommend making this slider curved like that, try to make it like this http://puu.sh/h9SpT/cd9aeac262.jpgWhat a delicious slider
  16. 01:29:371 (2) - ^ http://puu.sh/h9Sxk/9668106864.jpg^
  17. 01:30:662 (2,4) - blanket with this 01:30:339 (1) -Stacked it all up looking nice
  18. 01:35:984 (7) - same as I said above >< yup
  19. 01:44:049 (3) - this doesnt look good tbh, you can copy 01:44:371 (4) - and ctrl+h and ctrl+j and place it at x:228 y:156 <-- just a suggestion where to put it How did I even let that slider get published
  20. 01:50:984 (9) - move slightly to the right about x:28 y:256 and you get perfect blanketty
  21. 02:04:371 (2) - try not to overlap this one, make it like this instead http://puu.sh/h9SYK/76dc27d7f6.jpgsure can do
  22. 02:13:645 (2) - move this 1 tick forward (I know youre going for voice placing etc but, it would be much better in my mind)Iffy about it just because of consistency of that pattern but I see what you're saying
  23. 02:16:307 (6) - you could move this to x:348 y:212Good idea, keeps the next notes from overlapping too
  24. 02:57:274 (6) - try to copy this 02:57:597 (7) - and ctrl+h ctrl+j and do it like this http://puu.sh/h9TBH/a9195e90c9.jpgSometimes I question myself with these sliders
  25. 03:05:984 (1) - consider making this into a jump, because its a break between so it fits with a jump. my suggestion: x:452 y:88didn't use that xy but added a jump, didn't want a big jump followed by a spinner
  26. 03:34:371 (2) - place on x:280 y:88 for better flowI also paralleled the two kicksliders
  27. 04:14:533 (2) - ctrl+g?
    if so ctrl+g these as well 04:14:855 (3,5) - I like it
  28. 04:27:436 (1,2,3) - try to keep same on the notes after this sliderfixed
  29. 05:04:702 (1) - move this to x:64 y:7?
    if so put this 05:05:186 (2) - at x:216 y:24sure can do
Here ya go! hope this helps :D
Love the song <3 was fun to mod :> <3 Ty much
JBHyperion
Here's my side of the M4M from Wild and Hyper's Modding Queue

General Comments:
  1. ONE OK ROCK hype train choo choo ^^
  2. You mentioned you needed a lowered bitrate mp3? Here's a 192kbps version.
  3. You can actually remove ONE OK ROCK from tags - it's already included in the Artist field and you don't need it twice
  4. AR9 feels too fast for a low BPM song like this, especially since you're reducing SV in a lot of places as well. I'd stick with AR8, or maybe something like AR8.2 or 8.4 if you feel AR8 is too easy for an map of this difficulty
  5. This is just a personal suggestion, but I feel that the transition to and from breaks during play flows better if the break end and start are dragged to the nearest white/red tick (usually when the music fades out or starts to build back up). If you feel this works for you, ensure you do it for all of your breaks, like this:
    SPOILER

    For this map, I'd make the 3 post-spinner breaks end at the red tick as shown above for the guitar chord, and then end at long white tick (e.g. 03:12:436 -) for the higher pitched guitar sound. For the break after 03:52:436 I would make the break start at 03:52:758 for the first vocal note, and then end at 03:56:952 for another vocal note
  6. I know the map's been hitsounded for you, but have you given any thought to using some custom hitsounds? Since this is a rock song you could use some cool snare and cymbal sounds in the Normal samplset sections, and some quieter cymbals and kick drum sounds in the Soft samplset sections? Though this is just a personal comment since I'm not a huge fan of the default "whistle" - I don't feel it fits in a lot of rock songs, but this is just my opinion of course.
L.e.g.a.c.y.:
00:01:816 (5,6,7,8) - I think it would look neater if (6), the head of (5,8) and the tail of (7) were arranged into a square (or diamond pattern if you rotate (7,8) anticlockwise slightly to create more of a slope)

00:02:300 (7,8) - Also here, if you set the current time to 00:02:542 - you'll see that using the followcircle of (7), the blanket is slightly off here. (8) needs to go to somewhere like [x-504,y-128] to improve this

00:09:558 (1,2,3,4,5) - Try to equalise your jump distances a little more here, since the music's not really changing significantly to justify variable spacing here

00:16:655 (3,3) - Ordinarily I'd suggest these circles get changed into 3/2 slider (with reduced SV) for the guitar sound, but I notice that 00:19:236 (3) would pass through an offset adjusting timing point, which would probably mean this slider would never be able to snap to the timeline properly. You could maybe move the timing point to just before 00:20:823 (1) instead if you'd like to do this though

00:25:661 (5) - I think this could come down to [y-144] for a better blanket with 00:25:339 (4)

00:25:339 (4,5,1,2,3,4,5) - Flow is kinda awkward here since you have to make a direction change into a jump twice in quick succession. I would rotate 00:25:339 (4,5) - clockwise as much as 90 degrees to create a cleaner jump from (5) -> (1), and then reverse the order of (3,4) so that the jumps to and from this oval slider pair are smoother

00:28:565 (4,5) - I would move (5) to [x-196,y-208] and reduce the curve of (5) slightly to improve this blanket

00:37:274 (3,4,5) - Move the head of (3) to [x-216,y-272] and drag the tail to [x-196,y-84] to create a much tidier blanket around (4,5)

00:38:887 (1,2,3) - If you want to improve this blanket, move (2) to [x-348,y-160] (but leave (3) where it is) as I feel this actually improves the blankets with both (1) and (3) at the same time

00:41:145 - I would add a note here - I don't feel the pause is necessary since you already created a pause at 00:38:565 by skipping this drum beat, and you 00:39:855 (3) is a slowed slider anyway

00:54:694 (4,5,6) - The sharp reverse in direction kills the flow here for me. I would Ctrl+G (3,4) to create a more clockwise flow, which creates a jump from what will be (4) -> (5). I quite like this, but if you disagree you'll need to reduce the distance here

01:00:984 (2,3,4) - Consider either moving (2) up and rotating clockwise, or move (3) to somewhere like [x-400,y-280], since the sharp direction right before the stream here is quite awkward

01:12:758 (4,5,6,7) - (4) being all bunched up is a bit strange, since you don't really have to move to complete the slider, slowing the motion down and spoiling the great flow you have here. I'd angle (4) to point at (6) instead, then move (5) to [x-256,y-84] and Ctrl+G with (6) to create a (roughly) equilateral triangle with clockwise flow. Also, (4) goes off the screen here, possibly interfering with the accuracy meter (if the player has it enabled). You could move the two anchor points up slightly to fix this

01:30:339 (1,2) - Nitpicking here, but you could rotate the tail of (1) 1 degree clockwise and move the tail anchor point to [x-424,y-32] to make this blanket a little tidier

01:44:049 (3,4) - If you're trying to blanket these, move (4) to [x-344,y-40], otherwise they're fine as they are

01:58:242 (3) - You've got licence to make a stream here, like you did for 01:53:081 (2,3,4,5,6,7,8) - though you may want to keep the current arrangement since the whistles fit it quite well

02:05:984 (3,4) - Rotate (3) 3 degrees anticlockwise for an improved blanket here

02:11:791 (4,1) - Same as for 00:16:655 (3,3) - you could make these into slowed sliders for the held vocal notes

02:17:436 - There's a drum sound at 02:17:436 which makes this stack a little confusing. I would space (1) and (4) away from (2,3) and then add the note in between them to create the triplet

02:35:016 (1,2) - Move the tail of (1) to the left slightly and make (2) into curve pointing towards (3) for a neater and more interesting flow here

02:59:210 (6,7,1) - Flow here feels really awkward considering you're using a smooth-curved flow throughout most of this section. I'd try something like this, although DS may not be what you were intending here:

03:23:403 (1,2,3) - I think there should be a jump to (3), since there's much more emphasis on the vocal note here

03:29:210 (1,2,3,4,5,1,2,3,4,5) - I feel the snare gets a little overbearing here when it's repeated on every note like this, so I would just put it on the odd notes, though I feel it's ok for 03:31:145 (1,2,3) as this needs more emphasis for the buildup

04:01:468 (1,2,1,2) - I think these would look better as a square or diamond shaped pattern, so I feel 04:02:436 (2) - should be moved to [x-296,y-124]

04:37:597 (1,2,3,4,1,2,3,4,1,2,3,4) - Since you're using a 1/3 pattern here, there should be NCs every 3 notes to make this clear to the player. Currently it looks like they should still be played as 1/4 notes

05:05:670 (3,3) - As 00:16:655 (3,3) - consider making these into slowed sliders for the held guitar notes


Well, this is all from me. Hopefully you found this helpful, but if there's anything I didn't make clear or you'd like to ask me anything else, please don't hesitate to shoot me a PM/forum message and I'll do my best to help.

Best of luck!
Great song and map, have a star :3
P A N
I will mention the big thing here which apply to similar case in the map.
  1. 00:00:365 (2) - here doesn't have any beat (or my ear broke) so better remove the circle or if you really want to map there, replace 00:00:204 (1) with 1/2 slider would be a good idea.
  2. 00:01:333 (4,5) - these slider have different SV (speed of slider) which really hard to read. it would be better if you add NC on any of them to help player notice.
  3. your NC is really messed up. try to make them consistent all the way.
  4. 00:32:920 (5) - I know what you did but this is really weird, you skip the strong beat.
  5. 00:39:855 (3) - NC for changing sv slider.
  6. 03:57:597 - hmmm I'm not recommend to map this part, because it's the same beat as 03:52:436 that you prefer to break so start at 04:05:339 (1) would be great. and... that spam 1/2 is kinda.. not fit imo.
that's all for me, Good Luck!
Topic Starter
-Lemons
MOD REPLY IN BOX BECAUSE BIG MOD

JBHyperion wrote:

Here's my side of the M4M from Wild and Hyper's Modding Queue

General Comments:
  1. ONE OK ROCK hype train choo choo ^^ALL ABOARD
  2. You mentioned you needed a lowered bitrate mp3? Here's a 192kbps version.You're pretty much the best
  3. You can actually remove ONE OK ROCK from tags - it's already included in the Artist field and you don't need it twiceThats a good point
  4. AR9 feels too fast for a low BPM song like this, especially since you're reducing SV in a lot of places as well. I'd stick with AR8, or maybe something like AR8.2 or 8.4 if you feel AR8 is too easy for an map of this difficultyI see what you're saying here, and I looked at a few of the lower AR's and it would cause a lot of field fill during some of the parts, so while I agree the beginning would benefit from something like ar8.5 just to keep the field clean I'm keeping it at ar9, but thank you for the suggestion
  5. This is just a personal suggestion, but I feel that the transition to and from breaks during play flows better if the break end and start are dragged to the nearest white/red tick (usually when the music fades out or starts to build back up). If you feel this works for you, ensure you do it for all of your breaks, like this: Honestly I didn't even know you could do this! Changed
    SPOILER

    For this map, I'd make the 3 post-spinner breaks end at the red tick as shown above for the guitar chord, and then end at long white tick (e.g. 03:12:436 -) for the higher pitched guitar sound. For the break after 03:52:436 I would make the break start at 03:52:758 for the first vocal note, and then end at 03:56:952 for another vocal note
  6. I know the map's been hitsounded for you, but have you given any thought to using some custom hitsounds? Since this is a rock song you could use some cool snare and cymbal sounds in the Normal samplset sections, and some quieter cymbals and kick drum sounds in the Soft samplset sections? Though this is just a personal comment since I'm not a huge fan of the default "whistle" - I don't feel it fits in a lot of rock songs, but this is just my opinion of course.I will look into grabbing some custom sounds and polishing up the hitsounding


L.e.g.a.c.y.:
00:01:816 (5,6,7,8) - I think it would look neater if (6), the head of (5,8) and the tail of (7) were arranged into a square (or diamond pattern if you rotate (7,8) anticlockwise slightly to create more of a slope) Good Suggestion, fixed

00:02:300 (7,8) - Also here, if you set the current time to 00:02:542 - you'll see that using the followcircle of (7), the blanket is slightly off here. (8) needs to go to somewhere like [x-504,y-128] to improve this Fixed with the previous one

00:09:558 (1,2,3,4,5) - Try to equalise your jump distances a little more here, since the music's not really changing significantly to justify variable spacing hereMoved 4 to stack on 1 so they're all the same distances

00:16:655 (3,3) - Ordinarily I'd suggest these circles get changed into 3/2 slider (with reduced SV) for the guitar sound, but I notice that 00:19:236 (3) would pass through an offset adjusting timing point, which would probably mean this slider would never be able to snap to the timeline properly. You could maybe move the timing point to just before 00:20:823 (1) instead if you'd like to do this though That's a really nice suggestion, thank you

00:25:661 (5) - I think this could come down to [y-144] for a better blanket with 00:25:339 (4) Fixed

00:25:339 (4,5,1,2,3,4,5) - Flow is kinda awkward here since you have to make a direction change into a jump twice in quick succession. I would rotate 00:25:339 (4,5) - clockwise as much as 90 degrees to create a cleaner jump from (5) -> (1), and then reverse the order of (3,4) so that the jumps to and from this oval slider pair are smoother Done

00:28:565 (4,5) - I would move (5) to [x-196,y-208] and reduce the curve of (5) slightly to improve this blanket Agreed

00:37:274 (3,4,5) - Move the head of (3) to [x-216,y-272] and drag the tail to [x-196,y-84] to create a much tidier blanket around (4,5) Fixed

00:38:887 (1,2,3) - If you want to improve this blanket, move (2) to [x-348,y-160] (but leave (3) where it is) as I feel this actually improves the blankets with both (1) and (3) at the same time Correct you are my friend

00:41:145 - I would add a note here - I don't feel the pause is necessary since you already created a pause at 00:38:565 by skipping this drum beat, and you 00:39:855 (3) is a slowed slider anyway Good point

00:54:694 (4,5,6) - The sharp reverse in direction kills the flow here for me. I would Ctrl+G (3,4) to create a more clockwise flow, which creates a jump from what will be (4) -> (5). I quite like this, but if you disagree you'll need to reduce the distance here I like this as well

01:00:984 (2,3,4) - Consider either moving (2) up and rotating clockwise, or move (3) to somewhere like [x-400,y-280], since the sharp direction right before the stream here is quite awkward Moved 3 up

01:12:758 (4,5,6,7) - (4) being all bunched up is a bit strange, since you don't really have to move to complete the slider, slowing the motion down and spoiling the great flow you have here. I'd angle (4) to point at (6) instead, then move (5) to [x-256,y-84] and Ctrl+G with (6) to create a (roughly) equilateral triangle with clockwise flow. Also, (4) goes off the screen here, possibly interfering with the accuracy meter (if the player has it enabled). You could move the two anchor points up slightly to fix this Fixed all of this up, (just so you know the playing field gets distorted pretty hard when you actually go from editor to gameplay so the note that goes offscreen in the editor is fine during actual play :D)

01:30:339 (1,2) - Nitpicking here, but you could rotate the tail of (1) 1 degree clockwise and move the tail anchor point to [x-424,y-32] to make this blanket a little tidier Aint nothin wrong with some nitpicking

01:44:049 (3,4) - If you're trying to blanket these, move (4) to [x-344,y-40], otherwise they're fine as they are fixed

01:58:242 (3) - You've got licence to make a stream here, like you did for 01:53:081 (2,3,4,5,6,7,8) - though you may want to keep the current arrangement since the whistles fit it quite well I'll take your license to stream

02:05:984 (3,4) - Rotate (3) 3 degrees anticlockwise for an improved blanket here Nice

02:11:791 (4,1) - Same as for 00:16:655 (3,3) - you could make these into slowed sliders for the held vocal notes Did it before, I'll do it again

02:17:436 - There's a drum sound at 02:17:436 which makes this stack a little confusing. I would space (1) and (4) away from (2,3) and then add the note in between them to create the triplet Good catch, added

02:35:016 (1,2) - Move the tail of (1) to the left slightly and make (2) into curve pointing towards (3) for a neater and more interesting flow here Sure can do

02:59:210 (6,7,1) - Flow here feels really awkward considering you're using a smooth-curved flow throughout most of this section. I'd try something like this, although DS may not be what you were intending here: I see what you're saying about the flow, fixed it up

03:23:403 (1,2,3) - I think there should be a jump to (3), since there's much more emphasis on the vocal note here Agreed

03:29:210 (1,2,3,4,5,1,2,3,4,5) - I feel the snare gets a little overbearing here when it's repeated on every note like this, so I would just put it on the odd notes, though I feel it's ok for 03:31:145 (1,2,3) as this needs more emphasis for the buildup Fixed it all up, sounds good now

04:01:468 (1,2,1,2) - I think these would look better as a square or diamond shaped pattern, so I feel 04:02:436 (2) - should be moved to [x-296,y-124] I just wound up changing the whole part since both you and PAN suggested stuff for this part

04:37:597 (1,2,3,4,1,2,3,4,1,2,3,4) - Since you're using a 1/3 pattern here, there should be NCs every 3 notes to make this clear to the player. Currently it looks like they should still be played as 1/4 notes You solved the freaking mystery for me of how to telegraph the stream being 1/3. tysomuch

05:05:670 (3,3) - As 00:16:655 (3,3) - consider making these into slowed sliders for the held guitar notes You got it


Well, this is all from me. Hopefully you found this helpful, but if there's anything I didn't make clear or you'd like to ask me anything else, please don't hesitate to shoot me a PM/forum message and I'll do my best to help. I'll let you know <3

Best of luck! <3
Great song and map, have a star :3 omg ty <3
Topic Starter
-Lemons

P A N wrote:

I will mention the big thing here which apply to similar case in the map.
  1. 00:00:365 (2) - here doesn't have any beat (or my ear broke) so better remove the circle or if you really want to map there, replace 00:00:204 (1) with 1/2 slider would be a good idea. You're correct, changed it up
  2. 00:01:333 (4,5) - these slider have different SV (speed of slider) which really hard to read. it would be better if you add NC on any of them to help player notice. I'm only ignoring this because I have the Tick rate set to 4 so that way the held long notes are telegraphed with a slider tick, and I added multiple kinks into the sliders that have the SV slowed down, I think this will be enough to help people notice
  3. your NC is really messed up. try to make them consistent all the way. I'll take a look though it
  4. 00:32:920 (5) - I know what you did but this is really weird, you skip the strong beat. I think you're following something other than the guitar, but I might be wrong
  5. 00:39:855 (3) - NC for changing sv slider. Changed
  6. 03:57:597 - hmmm I'm not recommend to map this part, because it's the same beat as 03:52:436 that you prefer to break so start at 04:05:339 (1) would be great. and... that spam 1/2 is kinda.. not fit imo. Switched the whole thing up
that's all for me, Good Luck! <3
tutuhaha
BPM: 186
Offest: 195
I‘m not sure about offest but the BPM should be 186
[Legacy]
00:00:526 (2,1) - too close really hard to read....
00:39:371 (2) - ctrl+g
00:42:597 (6,7,8) - use same space
00:49:854 (4) - move down litter bit, already touch HP bar
01:04:452 (2) - delete
01:11:145 (1,2) - move farther
01:28:726 (4,1) - move farther
01:49:049 (4) - rhythm should be this
https://osu.ppy.sh/ss/3010383
....ok what I feel about this map...I only can said something approximate because what I think the problem that this map has was absolutely same.
first, I dont think the way you use to array on
00:59:855 (2,3,4,5) -
01:22:436 (6,7) -
02:08:565 (2,3,4,5) -
etc
doesn't work on this map....
second, the pause part, I don't know that do you really try to play this map or not, but when I turn on the automatic mode, is really weird on the pause part, like
01:19:855 (4,1) -
01:28:726 (4,1) -
01:38:242 (3,1) -
etc
those are really weird
also try to organize your rhythm on kiai again, some 1/8 rhythm I dont think it is necessary.
try to reduce the space between circle and increase the space between slider
GL
Topic Starter
-Lemons

tutuhaha wrote:

BPM: 186
Offest: 195
I‘m not sure about offest but the BPM should be 186 Fixed
[Legacy]
00:00:526 (2,1) - too close really hard to read.... Fixed
00:39:371 (2) - ctrl+g Fixed
00:42:597 (6,7,8) - use same spaceFixed
00:49:854 (4) - move down litter bit, already touch HP bar Fixed
01:04:452 (2) - delete Fixed
01:11:145 (1,2) - move farther Fixed
01:28:726 (4,1) - move farther Fixed
01:49:049 (4) - rhythm should be this https://osu.ppy.sh/ss/3010383 Fixed
....ok what I feel about this map...I only can said something approximate because what I think the problem that this map has was absolutely same.
first, I dont think the way you use to array on
00:59:855 (2,3,4,5) -
01:22:436 (6,7) -
02:08:565 (2,3,4,5) -
etc
doesn't work on this map....
second, the pause part, I don't know that do you really try to play this map or not, but when I turn on the automatic mode, is really weird on the pause part, like
01:19:855 (4,1) -
01:28:726 (4,1) -
01:38:242 (3,1) -
etc
those are really weird I'll figure some ways out to address all of these issues you've brought up
also try to organize your rhythm on kiai again, some 1/8 rhythm I dont think it is necessary. I'll give a thorough listen over and look for any I can get rid of
try to reduce the space between circle and increase the space between sliderWill do
GL Thank you <3
Okoratu
kill me v1
[]
modding bach
not your usual mod.

I assume you want to get this ranked, and i furthermore assume that you enjoy listening to this song, otherwise you wouldn't have mapped it, because you may have noticed that that takes time, lots of.
But I'm pretty sure you don't want p/4048738 something like this to happen just shortly after you got your first bubble and then end in disappointment like this guy.

So in the following i will try to explain as logically as possible and actually be helpful contrary to tutuhaha sorry tutuhaha but that post will most likely not help at all lol

[Emphasis]
How do you even emphasise things? Like in music you play a stronger note and that's emphasis.
What do you do in osssssss in order to emphasize things? You space them further, spacing them further, doing jumps and all that fancy stuff puts more pressure on the player and thus emphasizes an object in osu.
If you take that into consideration and look at your map again, you will notice that you overemphasize a lot, like really a lot of things. actual examples for this are:
Basically most of your beginning, the song is barely even starting and you do jumps like
00:02:945 (1,2,3,4) -
00:11:816 (1,2,3,4) -
00:06:978 (7,8,9) -
etc.
like this part is really really damn calm and what you do is space space space space which not only ends up in this thing losing structure, becoming messy, but also it ends up feeling overdone while playing it.
I will tell you in the end of this section of this mod what you can do to avoid this so keep reading lols
00:25:016 (7,8,9,10) -
this place is a nice example where one could ask themselves "what are you doing"
why?
00:24:532 (6,7,8,9) - because you just did super space here, and even changed sv of the first slider, so that this movement feels a bit more intense, but what does the song provide here:
00:25:016 (7,8) - a vocal and a clap in these 2, while 00:25:177 (8) - is much less focused because it has neither a vocal, nor a kick, just the guitar doing its thing on currently 1/4 beats, so spacing these two that far doesn't make that much sense going by that really simple principle of emphasis, which i described above.
00:25:339 (9) - then you have this one, yes this one should probably be spaced more to the previous object because the sound ith as is a vocal and - a crash or however you wanna call it - at least it's stronger than a clap so higher spacing would make sense.
00:25:661 (10) - then there's this one which is super close, to the previous slider and i just don't see why it should be, it has a vocal and something that sounds pretty similar to 00:25:016 (7) - sound wise, also the 2 vocals make up only one word so a smooth movement based on pitches would make for a nice effect, either more of a right left or top bottom movement, but they shouldn't be this close
.
I guess you see where I'm getting at, some most of the patterns could make more sense with the song and i only looked at 25 seconds of the map and played it once.

How the fuck do i make more sense?
Making sense is actually pretty easy, i would just say just do, but i don't know if that's that clear at this point:
so let's take a look at what your song is, not what your map is, that comes later
Part I 00:00:204 - until 00:19:881 - a very soft guitar intro
Part II 00:19:881 - until 00:51:790 - long ( :^) ), soft, and held vocals, together with percussion
Part III 00:51:790 - starting here the song keeps picking up pace, it suddenly contains another instrument and the playing instruments get louder, the vocals slightly faster
Part IV 00:56:952 - a buildup until the kiai starts climaxing in the kiai start where the vocalist puts much more emotion in his voice
i assume you know what level of intensity the song contains for the next few parts
Part V 01:43:403 - and then it suddenly loses it's intensity and a similar section to the one in the beginning starts
Part VI 02:13:081 - starting here it builds up again and the kiai things repeat.

so now let's see what you got in the respective parts in the map:
Part I: 1.0x sliders and circle-jump patterns while the guitar holds are empathised by lowering slidervelocity.
Part II: a jumpy slider part similar to Part I
Part III: A buildup at first, you have
00:56:952 (1,2,3) - no movement
00:57:919 (1,2,3,4,5) - p much movement
00:59:532 (1) - a slider
00:59:855 (2,3,4,5) - arguably overmapped 1/8s
01:00:500 (6) - a 3/8 slider
and 1/8 patterns follow until kiai starts.
so your buildup is like this . . . . ...!!!!!!.!!! (the one dot inbetween is the 3/8 slider ok)
i hope this illustrates that nicely. Basically it's all slow and fitting at first then it increases at once and just explodes while the song does a rather smooth buildup, this is pretty rough.
Part IV: more intense jumps, frequent 1/8 patterns, looks a bit unorganised but certainly does fit intensity of the song
Part V: a few jumps here and there a few 1/8 patterns, nothing too hard but could be calmer.

So now look at these parts alone and what you mapped for them and now i'm going to ask you the following:
do these parts fit the song and emotions you want to portray?
answer this question on your own.

[Tidiness, Patterns]
wtf is a pattern, don't i use a lot of patterns already?
yes and no. You sure do use a lot of patterns already, but without knowing what they emphasize or what effect you want and what the song does at that moment.
This is pretty hard to explain correctly but basically you end up using a lot of different patterns like 00:10:526 (1,2,3,4,5,6,1,2,3) - , but without considering what effect they have while playing and if that effect fits the song or the emotion you want to convey
This is the point where some people who play this map will say something like "it was easy to play this map but it felt a bit weird sometimes"
the reason is that some patterns are either too intense or not intense enough for the respective part they are used in:
00:10:526 (1,2,3,4,5,6,1,2,3,4) - this is possibly too intense
00:39:855 (1) - this is probably not intense enough in terms of the rhythm is poorly chosen, just look at how 00:36:307 (1,2,3) - map to the vocal while this one completely ignores it uh ya that's a weird idea
00:59:855 (2,3,4,5,6) - i already explained how these destroy your buildup rite
01:01:790 (1,1,2,3,4) - while this is not intense enough 01:01:952 - 01:02:274 - have mappable instuments but mostly the stop from 01:02:919 (4,1) - is the thing that feels the most weird, the song just exploded in emotion and what you do is stopping
there are more places like this but these are the easiest to explain examples
Basically you misuse some patterns making them lose connection to your song.

Tidiness? Is this an issue?
Yes and no. how a map looks when it's getting ranked is up to the mapper which is why the ranking criteria doesn't have a rule that says "yo map must look nice to players". It totally doesn't have to,
but

(hi deetz pls no dmca)
sometimes trying too hard to be creative and using a lot of different patterns, overlaps or just ways to do things, heck even different rhythms, can end in your map looking and playing worse than it would have if you just stuck to the idea that was most apparent and made most sense immediately.
sure it's nice to vary things up to make them interesting, but if your map is literally just variation people and modders will fail to see a system in your map and if they can't see a system in your map,
that's potentially bad, because if nobody but you understands the emotions and things you wanted to express when making it, you kind of failed at the thing you wanted to do, right?

another point in tidyness is the way you design your map and if it appeals to the average person who plays it, from experience i can say that i at least don't like overlaps between sliders and circles, if they don't look like i explicitly wanted that
left right comparison between unplanned looking and planned looking patterns:
This means just by stacking some objects differently or - consistently - throughout your map you can make a lot of patterns look nicer and actually planned for the people who play this
no left/right comparison necessary: if you have 2 things that just touch borders it may look weird, either overlap the objects more if the sliders are longer, stack beginnings/ends in some readable way or just avoid them touching at all.
00:13:752 (3,5,7) - yeeeeeeeeeeeeeeeeee

[Rhythmmmmmmmm]
mmmmmm at this point i start feeling like i rant too much, but i hope you appreciate these opinions and i hope i write these in a way that makes sense.
I can cut short on the lengthy explanation here because most of it is explained p/3348550 in there
yead the first 3 posts, as they are relevant to your rhythm choices and then continue

here are some examples where you ignore things for no real good reason
00:29:694 (5) - 00:31:791 (4) - 00:39:371 (2) - 00:39:855 (1) - 00:50:339 (6) - 00:52:436 (5) - 00:53:565 (4) -
for the last 3:
00:50:339 (6) - wtf a vocal starts in the middle
00:52:436 (5) - a strong vocal starts on the end
00:53:726 - ;_;

[combos]
yo ncs are the easiest damn thing to self mod
here's a quick explanation on how to combo:
most songs have downbeats, yours does, too. They are called that way because musically a phrase or something like that either resets/starts over or that is the place where in most times really STRONG beats.
so putting new combos on things where new phrases start makes sense to you, right, but where else since you mapped this in a half bpm (which tutuhaha told you to change), well that's actually pretty easy just double the bpm on the first line and half the sv and your first measure looks like this:

the timeline is centered on a downbeat.
as you can see the guitar in 00:01:333 (4) - 00:03:913 (6) - 00:06:494 (6) - 00:09:074 (7) - pretty consistently goes over that thing, so adding combos on these sliders would fit

wohoo comboing
going by that you will see that you forgot to nc
00:14:397 (5) - and then go over that thing again spot things that are inconsistent with either the way you did the same thing previously like
01:16:145 (6,7,1) - 01:13:565 (1,2,3) -
or just missing like 01:17:597 (7) - 01:18:887 (6) - 01:22:758 (8) -
really, making sense with combos is really really easy

[]
so to cut this short, what i mentioned above applies to A LOT IF NOT ALMOST ALL places in your map
In my opinion it is kind of useless to get a lot mods on this because then the thing I mentioned in the very beginning will happen and chances are people will not know how to mod it and just tell you "do this, do that" while the more important things are of more fundamental nature.
So getting a lot of mods on this will most likely result in the overall quality of this map decreasing and not increasing, i would recommend redoing this with the most important things in mind while trying to do these "mistakes". If your map has a clear structure and makes sense with the song people can actually give you suggestions that make even more sense with the song or are generally things that you've never thought of.

I know this isn't very specific, but i hope i made sense and that this post doesn't demotivate you.
yes this was a pretty long remap pls, don't hate me ;w;
Topic Starter
-Lemons
Okoratu, Thank you for taking the time to explain all of this in such detail to me! I shall begin working on my remap shortly after posting this, I hope you won't mind if I bug you when it's done just to see if I've remedied my mistakes :)
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
Please sign in to reply.

New reply