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Celldweller - Senorita Bonita

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Topic Starter
Peachtrees
This beatmap was submitted using in-game submission on 30 September 2015 at 20:39:28

Artist: Celldweller
Title: Senorita Bonita
Tags: Soundtrack for the Voices in My Head Volume 02 FiXT Music Klayton Instrumental rock electronic dnb ambient drum and bass dubstep experimental musix industrial metal
BPM: 110
Filesize: 2782kb
Play Time: 01:34
Difficulties Available:
  1. Advanced (2.54 stars, 232 notes)
  2. Another (4.92 stars, 380 notes)
  3. Easy (1.39 stars, 105 notes)
  4. Extra (5.52 stars, 407 notes)
  5. Hard (3.13 stars, 260 notes)
  6. Hyper (3.73 stars, 326 notes)
  7. Insane (4.26 stars, 353 notes)
  8. Normal (1.99 stars, 173 notes)
Download: Celldweller - Senorita Bonita
Information: Scores/Beatmap Listing
---------------
ughh
pishifat
[general]
  1. as difficulties progress, it gets harder to understand how you're arranging spacing. on extra fo example, i'm always thinking the really loud stuff like 00:32:711 (5) - will be emphasized via spacing, yet on extra 00:32:439 (3,4,5) - is emphasizing 4 more, rather than 5. meanwhile, the same sound thing repeats and emphasizes the sound i was expecting at 00:33:530 (2,3,4) - , so idk what your intentions are
  2. mp3 bitrate tho
  3. BG FILESIZE THO
  4. combo 4 being paler would be a lot easier to see. too concentrated right now
[normal]
  1. 00:46:348 (5) - p sure you forgot a new combo
[hyper]
  1. 00:09:257 (1,2,3,4,5,6,7,8,9,10) - feels like way too much hardcore clicking for a non-intense part of the song. replacing like 00:09:257 (1,2) - and 00:10:893 (7,8) - with 1/4 sliders would make it fit way more with the next 2 combos'ss''s's densities. would also say do the same thing around 01:23:711 (2,3) - for the same reason
  2. 00:51:257 (3,4,5,6) - kinda similar to above, except here it's an even softer section lul. personally id say undermapping by removing 6 works ok to get the idea of "the music is calm" but there are definitely otehr ways to do it too (like lower sv in insane)
[insane]
  1. 01:01:348 (6) - considering there's a loud thing on the blue tick here, extended slider doesnt really work
  2. 01:30:666 (4,5) - doesnt make much sense to have bigger jump from 4->5 when 3 and 4 are the ones with the strong sounds. spacing htem lower = good, like spacing on another(or making 5 a sliderend on like every diff would be my preference, but thats a lot of map death)
[another]
  1. 00:26:166 (1) - new combo seems kinda useless since the .1x velocity difference is easy to interpret. keeping one on 00:26:370 (1) - tho is cool (so like how insane has combos arranged there). same thing for extrazzzz
  2. 00:35:848 (4,5) - not really liking how this is the only time the impact on 5 has super low spacing. every other time has at least some sort of jump
  3. 01:28:348 (3,4) - compared to the surrounding stuff, there's pretty much no sound on 4 here, so a 1/4 slider instead of 2 circles makes sense. same thing on extra actually damn
[extra]type of flow used at like 00:35:984 (4,5) - 00:40:348 (5,6) - 00:32:711 (5,6) - etc pretty weird on high speed maps, yet it's done like everywhere so people should adapt to it right right right ihopeso
  1. 00:25:620 (3,4,5) - uh
  2. 00:43:075 (1,2,3) - of all the weirdly flowing things, this one is the most ew. when you're doing it into sliders, you have a chance to re-adjust aim cuz.. well it's a slider, but when it's like this into two circles, it's a pain to aim stuff. anything along the lines of bleh would work (similar to how you end the second kiai i suppose) or 01:29:984 (1,2,3) - or etc
  3. 00:57:802 (3,4,5,6,7,8) - yeah nobody's gonna be able to read a 1/6 stream spaced the exact same as previous 1/8 streams. 00:58:893 (3,4,5,6) - works better since it introduces the 1/6 before the stream, but still spacing them differently would be ideal (which could be smaller spacing rather than larger spacing, despite timeline stuff)
nice that you didnt try to squeeze this into a E/N/H/I/X spread becuase it would be so sketchy lol
Topic Starter
Peachtrees

pishifat wrote:

[general]
  1. as difficulties progress, it gets harder to understand how you're arranging spacing. on extra fo example, i'm always thinking the really loud stuff like 00:32:711 (5) - will be emphasized via spacing, yet on extra 00:32:439 (3,4,5) - is emphasizing 4 more, rather than 5. meanwhile, the same sound thing repeats and emphasizes the sound i was expecting at 00:33:530 (2,3,4) - , so idk what your intentions are umm I guess I just went 'does it play well? if yes = approved + I tried emphasizing stuff like the intros to the kiai or that weird 1/6 part more since those are the things that actually stood out the me in the song while the kiai actually felt a bit more repetetive so the du dus that are a little louder in the kiai didn't matter to me as much as the other peaks in the song did as long as they all play well
  2. mp3 bitrate tho [b]free kds if someone fixes this
  3. BG FILESIZE THO ^
  4. combo 4 being paler would be a lot easier to see. too concentrated right now not a single map without the colours being a problem sadface
[normal]
  1. 00:46:348 (5) - p sure you forgot a new combo o ya
[hyper]
  1. 00:09:257 (1,2,3,4,5,6,7,8,9,10) - feels like way too much hardcore clicking for a non-intense part of the song. replacing like 00:09:257 (1,2) - and 00:10:893 (7,8) - with 1/4 sliders would make it fit way more with the next 2 combos'ss''s's densities. would also say do the same thing around 01:23:711 (2,3) - for the same reason did stuff about both of these to make et less intense
  2. 00:51:257 (3,4,5,6) - kinda similar to above, except here it's an even softer section lul. personally id say undermapping by hmm personally didn't really feel like this section is all that soft or calm, I mean yeah its not as loud but it still felt intense..in a weird way..that's why I stacked cuz I though that'd be intense but not as intense as other stuff but ok yeah I guessremoving 6 works ok to get the idea of "the music is calm" but there are definitely otehr ways to do it too (like lower sv in insane)
[insane]
  1. 01:01:348 (6) - considering there's a loud thing on the blue tick here, extended slider doesnt really work was I sober while mapping this
  2. 01:30:666 (4,5) - doesnt make much sense to have bigger jump from 4->5 when 3 and 4 are the ones with the strong sounds. spacing htem lower = good, like spacing on another(or making 5 a sliderend on like every diff would be my preference, but thats a lot of map death) put 5 on a sliderend cuz I found a cool way of mapping this
[another]
  1. 00:26:166 (1) - new combo seems kinda useless since the .1x velocity difference is easy to interpret. keeping one on 00:26:370 (1) - tho is cool (so like how insane has combos arranged there). same thing for extrazzzz o ya k I thought SV allways called for a NC but I guess o.1 is ez
  2. 00:35:848 (4,5) - not really liking how this is the only time the impact on 5 has super low spacing. every other time has at least some sort of jump idea was to have this one stand out BECAUSE of the lower spacing..did that not work???ßß??
  3. 01:28:348 (3,4) - compared to the surrounding stuff, there's pretty much no sound on 4 here, so a 1/4 slider instead of 2 circles makes sense. same thing on extra actually damn o kay ya. kept the extra pattern though cuz I actually really like how it plays and eventhough 4 is sort of weak I still think putting a circle on it is fine
[extra]type of flow used at like 00:35:984 (4,5) - 00:40:348 (5,6) - 00:32:711 (5,6) - etc pretty weird on high speed maps, yet it's done like everywhere so people should adapt to it right right right ihopeso had this testplayed by a bunch of people and no one really complained about this kinda flow so I think yes?
  1. 00:25:620 (3,4,5) - uh gitgut okchanged
  2. 00:43:075 (1,2,3) - of all the weirdly flowing things, this one is the most ew. when you're doing it into sliders, you have a chance to re-adjust aim cuz.. well it's a slider, but when it's like this into two circles, it's a pain to aim stuff. anything along the lines of bleh would work (similar to how you end the second kiai i suppose) or 01:29:984 (1,2,3) - or etc ya ya I kinda knew this was aids
  3. 00:57:802 (3,4,5,6,7,8) - yeah nobody's gonna be able to read a 1/6 stream spaced the exact same as previous 1/8 streams. 00:58:893 (3,4,5,6) - works better since it introduces the 1/6 before the stream, but still spacing them differently would be ideal (which could be smaller spacing rather than larger spacing, despite timeline stuff) did stuff
nice that you didnt try to squeeze this into a E/N/H/I/X spread becuase it would be so sketchy lol
still not sure if going for graveyard or qualified, one step close to knowing though

thank you
_handholding
Hey I saw your map request in #modreqs and just remembered I owed you a mod from a few months... So heres my months old mod

[Normal]
00:10:348 (2,3) - Make these 2 notes into one slider? It's the same sound as 00:12:530 (2) so I think it should be the same pattern too
00:24:530 (1) - How about making this into a reverse slider and having the timeline look like this? I think that rhythm is the more noticeable

[Hyper]
00:57:802 (2) - What do you think about turning this into 2 sliders like this 00:58:893 (5) - Same as above ^


[Insane]

00:13:211 (7) - Move this up to create an ark shape? not necessary but could look nicer
01:28:893 (5) - I think you should move this slider so it doesnt overlap (as much) with slider (3), it makes it#s really easily misread compared to the rest of the map

Couldnt comment on anything on advanced or hyper and im not good enough to play the rest of the diffs. The quality of this map is really high, given you a star for it, GL getting this ranked!
Topic Starter
Peachtrees

Hi Im Nathan wrote:

Hey I saw your map request in #modreqs and just remembered I owed you a mod from a few months... So heres my months old mod

[Normal]
00:10:348 (2,3) - Make these 2 notes into one slider? It's the same sound as 00:12:530 (2) so I think it should be the same pattern too did that BECAUSE I did not want the rythm to repeat here, if I'd do same sounds = same rythm I could just spam the same rythm in kiai over and over again
00:24:530 (1) - How about making this into a reverse slider and having the timeline look like this? I think that rhythm is the more noticeable eeh this makes it end on the white tick which I really want to put a slider on

[Hyper]
00:57:802 (2) - What do you think about turning this into 2 sliders like this 00:58:893 (5) - Same as above ^

i get the idea behind this, though I would like to make it as easy as possible to hit the 1/6 here so I'm a bit hesitant about this. will wait for more feedback

[Insane]

00:13:211 (7) - Move this up to create an ark shape? not necessary but could look nicer straight line here intentional
01:28:893 (5) - I think you should move this slider so it doesnt overlap (as much) with slider (3), it makes it#s really easily misread compared to the rest of the map slightly reduced the overlap, though I will say that it is intended and the overlapping itself I will not remove compeltely

Couldnt comment on anything on advanced or hyper and im not good enough to play the rest of the diffs. The quality of this map is really high, given you a star for it, GL getting this ranked!
thanks! for the mod for actually remembering the M4M thingy from a while ago, good on you
Atsuro
m4m

[Extra]
00:08:439 (1) - This slider feels weird here, i think a spinner starting here 00:08:439 (1) - would fit much better.
00:57:530 (2,3) - Try to make 2 lead better to the stream, also the stream looks like it could be 1/8 since the spacing is short an the rest of the map uses 1/8. Maybe add a repeat slider at the start like here 00:58:893 (3) - .

[Another]
Same spinner thing
00:35:030 (8,1,2) - This pattern plays unsmooth, i would expect 2 to be more to the right. Suggestion: http://puu.sh/k628V/5f5d5ecc02.jpg

I really liked this one!

[Insane]
Ar 8.5? To make it easier to read, right now it's a bit confusing on some parts.
00:31:075 (1,2,3) - A bit unexpected and hard to read, especially if you keep ar 8. The map prior to that was very straightforward so i think changing it to something more simple would be better.

[Hyper]
00:30:530 (7,8) - How about doing a ctrl+g to the rhythm? the repeat slider would be mapped to this sound 00:30:666 - and you would start tapping again on the downbeat, emphasizing it more.
00:51:530 (5,6) - This stack is a bit hard to read, due to the ar.
00:52:348 (8,9,10) - Why not http://puu.sh/k63hb/5a59ad89ec.jpg ?
01:30:666 (4,5) - It would make more sense to make these into a 1/2 slider, to follow better the stronger beats of the drums.

[Hard]
00:01:620 (3,4) - A bit boring, try something like this? http://puu.sh/k63tU/c985654790.jpg It would make the rhythm easier to follow too.
01:30:666 (3,4) - Same as hyper.

Sorry for the small mod, your maps are very well done :)
GL!
Topic Starter
Peachtrees

Atsuro wrote:

m4m

[Extra]
00:08:439 (1) - This slider feels weird here, i think a spinner starting here 00:08:439 (1) - would fit much better. hmm havent really gotten any complains about this being weird..I'll leave this as a slider right now and wait for more feedback, it's not like making this a spinner is a hard thing to do anyways so if this ends up being the way to go I'll change
00:57:530 (2,3) - Try to make 2 lead better to the stream, also the stream looks like it could be 1/8 since the spacing is short an the rest of the map uses 1/8. Maybe add a repeat slider at the start like here 00:58:893 (3) - . made the slider lead into the stream in a smoother way, but a)I actually lowered the spaced cuz pishi said it might be easier to read so i dun really want to be switching it around wiht every mod and b) drum track for the first stream feels more 'continous' (like it's 1 piece) while for the second 1/6 section its more like two different drum section hence the stream and the repeat

[Another]
Same spinner thing yeah same here
00:35:030 (8,1,2) - This pattern plays unsmooth, i would expect 2 to be more to the right. Suggestion: http://puu.sh/k628V/5f5d5ecc02.jpg went with a more jumpy approach to this one! ended up being rather hard, will keep an eye on this

I really liked this one!

[Insane]
Ar 8.5? To make it easier to read, right now it's a bit confusing on some parts. ya tru
00:31:075 (1,2,3) - A bit unexpected and hard to read, especially if you keep ar 8. The map prior to that was very straightforward so i think changing it to something more simple would be better. made this flow a little nicer

[Hyper]
00:30:530 (7,8) - How about doing a ctrl+g to the rhythm? the repeat slider would be mapped to this sound 00:30:666 - and you would start tapping again on the downbeat, emphasizing it more. ya did that
00:51:530 (5,6) - This stack is a bit hard to read, due to the ar. I dont mind tbh, adds to the intensity
00:52:348 (8,9,10) - Why not http://puu.sh/k63hb/5a59ad89ec.jpg ? would really like the beat this ends on to be clickably, so I cut this by one repeat and placed a circle instead (should be appropriate for a Hyper I think lolz)
01:30:666 (4,5) - It would make more sense to make these into a 1/2 slider, to follow better the stronger beats of the drums. yea

[Hard]
00:01:620 (3,4) - A bit boring, try something like this? http://puu.sh/k63tU/c985654790.jpg It would make the rhythm easier to follow too. used two 1/4s instead
01:30:666 (3,4) - Same as hyper. hmm circles here actually better to me since I skip on of the drums on the blue tick so right now if I place the slider on the blue tick like in hyper it feels a bit weird to catch it I think

Sorry for the small mod, your maps are very well done :)
GL!
thank you
Kbuns
Hey there, paying back a NM ^^
Consider getting some drum samples. I don't think that the soft sampleset works well with this song.
You should probably get an Easy diff too. I don't think a 1.99 Normal is low enough.

Extra
  1. Consider AR 9.3 since the BPM isn't that high.
  2. Everything else checks out.
  1. 00:15:666 (6) - Consider moving this reverse slider down. I found the current flow to play strangely.
  2. 00:22:348 (1,2) - Weird flow here feels out of place. ctrl+h, rotate -30? If you want to avoid overlap you'll have to reposition (9)
  3. 00:24:530 (1) - I don't like how the second half of this slider looks. Maybe try something like this: http://puu.sh/k7DAg/55be625565.jpg
  4. 00:34:348 (1,2) - Blanket looks slightly off, but it's barely noticeable in gameplay.
  5. 00:38:166 (3) - Move down to improve sliderbow with (1)?
  6. 00:51:802 (7) - Maybe put a NC here. Combo is a little long.
  7. 00:57:802 (3,4,5,6,7,8) - Don't like how this plays at all. You have a few options here. I wasn't expecting this stream at all when playing so maybe put a NC on (3) so that the player will be more prepared if you choose not to take this next suggestion. Secondly, I would prefer 00:58:074 (6,7,8) - to be a reverse slider. So that the tapping feels more natural. (Opposite of the rhythm used here 00:58:893 (3,4,5,6) - )
  8. 01:13:348 (5) - Maybe make (5) a scaled down version of (4). I think it would flow better.
  9. 01:30:939 (6) - Same suggestion as 00:15:666 (6) -
Really fun to play aside from a few flow oddities.

Another
  1. 00:08:439 (1) - I'd like to see this slider have a more interesting shape if you're going to put so much emphasis on it.
  2. 00:13:620 (1,2,3,4) - Feels unnecessarily crowded imo
  3. 00:15:666 (5) - Rotate -45 degrees and reposition. I think it's more comfortable
  4. 00:17:984 (1,2) - Make same slider? Looks a lot better and I think it's more interesting to play.
  5. 00:19:075 (5,6) - ^
  6. 00:45:802 (6,7,8) - Maybe move (7) down. Straight lines are boring ;w;
  7. 00:56:439 (6) - Make slider like 00:55:348 (2) - ?
  8. 00:58:893 (7) - Remove curve and have the slider end facing up like this? http://puu.sh/k7Ey4/9dbf01f08c.jpg
  9. 01:01:075 (5,6) - I feel like this rhythm works better with the music and makes the transition more interesting. http://puu.sh/k7EFw/05038eb1f0.jpg
  10. 01:04:211 (4) - Move up? I feel like the end of a jump pattern not having room to breathe is a mistake.
  11. 01:08:166 (1,3) - Looks like a lazy blanket. You should blanket it properly or remove the curve of (1) and reposition.
  12. 01:11:439 (5,6,7,8) - Don't like this pattern. Consider something like this (rough example) to make it feel better to hit. http://puu.sh/k7ETn/7944998723.jpg
    No complaints about the rest.

Insane
  1. 00:00:939 (2) - ctrl+g?
  2. 00:18:530 - I feel like sections that sound like this one should have this beat filled 00:18:666 - You could do this by making (3) a slider in this case.
  3. 00:40:211 (3) - I don't like this overlap, but repositioning up and to the left would make the flow bad, so idk ¯\_(ツ)_/¯
  4. 01:07:348 (8) - Not a strong enough beat here to warrant starting a slider on a red tick. I'd just make (6) a 1/4 slider.
  5. 01:15:802 (6) - Why is this placed so far away? This is not the beat you should be emphasizing in this pattern.
  6. 01:29:711 (8) - Copy of 01:29:439 (7) - ?
  7. 01:30:666 (4,5) - I like this slightly better: http://puu.sh/k7FvG/48ad6ed42a.jpg

Hyper
  1. 00:23:984 (4) - Rotate slightly so that it flows into (1) better
  2. 00:30:666 (8,1) - Make these the same slider. Would also improve flow to (2)
  3. 00:43:893 (9,1) - Overlap looks bad imo
  4. 00:51:802 (6) - Space this away from (5) or put a NC here. This pause is unexpected unless you've heard the song before.
  5. 01:17:166 (2) - Try this? http://puu.sh/k7FTY/4e5f53e555.jpg
  6. 01:22:620 (7,8) - Make these the same slider? This looks strange.
  7. 01:25:620 (1,2,3) - I don't dislike what you have here, but I think it would look better if all of these sliders were parallel to (1)
  8. 01:30:939 (5) - Place under for and make it perpendicular? I don't like missing flow on sliders like this :(

Hard
  1. 00:01:620 (3,4) - I think these would play better if these sliders faced different directions.
  2. 00:02:711 (1,2) - 2 sliders with a similar shape and curve next to eachother but one having a red anchor looks really bad to me. Recommend changing.
  3. 00:05:984 (3,4) - Same as 00:01:620 (3,4) -
  4. 00:05:984 (3,4) - ^
  5. 00:07:620 (2,3) - I think a slider would fit the rhythm you're going for better
  6. 00:19:075 (4,5) - Same slider please ;w;
  7. 00:26:166 (5,6,7) - This spacing is brutal for a hard diff...
  8. 00:39:802 (1,2) - Consider making these parallel. I think it looks better.
  9. 00:40:893 (4,5) - ^
  10. 00:57:802 (2,3) - Doesn't sound right to me. Make make these into one 1/6 reverse slider.
  11. 00:58:893 (5,6) - ^
  12. 01:12:530 (1) - This flow is slightly better imo http://puu.sh/k7GDN/525312da05.jpg
  13. 01:30:530 (2,3,4,5) - Consider reducing this spacing. Might be a little much for a Hard.

That's all the time I have for now, but I like what I'm seeing. Shot a star, hope to see this ranked :^)
Topic Starter
Peachtrees

Kbuns wrote:

Hey there, paying back a NM ^^ shouldnt feel obligated to do stuff like that, thanks anways!
Consider getting some drum samples. I don't think that the soft sampleset works well with this song. I'm pretty happy about how they work with the song actually
You should probably get an Easy diff too. I don't think a 1.99 Normal is low enough. lower than 2 so it actually is enough :^) also iun want to dumb down the rythm any more, sounds weird

Extra
  1. Consider AR 9.3 since the BPM isn't that high. mapped like 220 bpm though
  2. Everything else checks out.
  1. 00:15:666 (6) - Consider moving this reverse slider down. I found the current flow to play strangely. slight adjustment
  2. 00:22:348 (1,2) - Weird flow here feels out of place. ctrl+h, rotate -30? If you want to avoid overlap you'll have to reposition (9) huh doesn't feel like this needs adjustment to me
  3. 00:24:530 (1) - I don't like how the second half of this slider looks. Maybe try something like this: http://puu.sh/k7DAg/55be625565.jpg now see this is very subjective. I personally think that yours looks so much worse than mine currently does (no offense)
  4. 00:34:348 (1,2) - Blanket looks slightly off, but it's barely noticeable in gameplay. uuh slight adjustment should be fine now
  5. 00:38:166 (3) - Move down to improve sliderbow with (1)? wasn't really going for a sliderbow + 1 is so short that a real 'bow' isn't possible anyways, just thought that a blanketing here looked good and played well
  6. 00:51:802 (7) - Maybe put a NC here. Combo is a little long. eeeh ya k did that for all diffs besides Advanced and Normal
  7. 00:57:802 (3,4,5,6,7,8) - Don't like how this plays at all. You have a few options here. I wasn't expecting this stream at all when playing so maybe put a NC on (3) so that the player will be more prepared if you choose not to take this next suggestion. Secondly, I would prefer 00:58:074 (6,7,8) - to be a reverse slider. So that the tapping feels more natural. (Opposite of the rhythm used here 00:58:893 (3,4,5,6) - ) I really think that the first one needs to be a stream since the drumtrack sounds more continous and I feel like a repeat would suggest a siginificant change. Will wait for more feedback on this before changing anything up again, will keep an eye on this though
  8. 01:13:348 (5) - Maybe make (5) a scaled down version of (4). I think it would flow better. would much rather like this + the following slider to form an oval c:
  9. 01:30:939 (6) - Same suggestion as 00:15:666 (6) - slight adjustment
Really fun to play aside from a few flow oddities.

Another
  1. 00:08:439 (1) - I'd like to see this slider have a more interesting shape if you're going to put so much emphasis on it. eh I like simple things
  2. 00:13:620 (1,2,3,4) - Feels unnecessarily crowded imo doesnt feel as crowded as the next section lol
  3. 00:15:666 (5) - Rotate -45 degrees and reposition. I think it's more comfortable dun really get the idea tbh. rotated slightly and moved up a tiny bit, I kinda want this to stand out though so eh
  4. 00:17:984 (1,2) - Make same slider? Looks a lot better and I think it's more interesting to play. naw I like the diversity of this more + the red anchor doesn't really do the circular flow any harm
  5. 00:19:075 (5,6) - ^ ^
  6. 00:45:802 (6,7,8) - Maybe move (7) down. Straight lines are boring ;w; I like em though :/
  7. 00:56:439 (6) - Make slider like 00:55:348 (2) - ? nop
  8. 00:58:893 (7) - Remove curve and have the slider end facing up like this? http://puu.sh/k7Ey4/9dbf01f08c.jpg current one looks neater imo
  9. 01:01:075 (5,6) - I feel like this rhythm works better with the music and makes the transition more interesting. http://puu.sh/k7EFw/05038eb1f0.jpg feels waaaaay to empty
  10. 01:04:211 (4) - Move up? I feel like the end of a jump pattern not having room to breathe is a mistake. increased the distance here a little
  11. 01:08:166 (1,3) - Looks like a lazy blanket. You should blanket it properly or remove the curve of (1) and reposition. wat lol this doesn't look like a blanket at all because it's not supposed to blanket
  12. 01:11:439 (5,6,7,8) - Don't like this pattern. Consider something like this (rough example) to make it feel better to hit. slight adjustment to make the back and forth more comfortable, pattern itself will stayt thoughhttp://puu.sh/k7ETn/7944998723.jpg
    No complaints about the rest.

Insane
  1. 00:00:939 (2) - ctrl+g? naw
  2. 00:18:530 - I feel like sections that sound like this one should have this beat filled 00:18:666 - You could do this by making (3) a slider in this case. naw did this to have the note density of the song less high than another to clearly seperate the two of them
  3. 00:40:211 (3) - I don't like this overlap, but repositioning up and to the left would make the flow bad, so idk ¯\_(ツ)_/¯ I don't usually use overlaps as much to but they're definitely not always ugly/bad, this one flows well so ima keep
  4. 01:07:348 (8) - Not a strong enough beat here to warrant starting a slider on a red tick. I'd just make (6) a 1/4 slider. wat this is like the strongest beat of the entire section lol
  5. 01:15:802 (6) - Why is this placed so far away? This is not the beat you should be emphasizing in this pattern. eh the beat landing on this is sorta strong so I dont mind a little more emphasize on this (honestly I guess I'm just not as strict when it comes to emphasizing stuff, pattern should play decently well + it goes along with the song so ya I'm k)
  6. 01:29:711 (8) - Copy of 01:29:439 (7) - ? nuh
  7. 01:30:666 (4,5) - I like this slightly better: http://puu.sh/k7FvG/48ad6ed42a.jpg circular flow here feels waaaay better

Hyper
  1. 00:23:984 (4) - Rotate slightly so that it flows into (1) better slight adjustment
  2. 00:30:666 (8,1) - Make these the same slider. Would also improve flow to (2) dont really get what you mean. slightly adjusted this though (had nothing to do with your suggestion though heh)
  3. 00:43:893 (9,1) - Overlap looks bad imo looks kay to me
  4. 00:51:802 (6) - Space this away from (5) or put a NC here. This pause is unexpected unless you've heard the song before. mentioned during extra
  5. 01:17:166 (2) - Try this? http://puu.sh/k7FTY/4e5f53e555.jpg naw
  6. 01:22:620 (7,8) - Make these the same slider? This looks strange. naw
  7. 01:25:620 (1,2,3) - I don't dislike what you have here, but I think it would look better if all of these sliders were parallel to (1) that would suggest that all the sounds are very similar, I like this one more cuz it emphasized the fact that they get stronger
  8. 01:30:939 (5) - Place under for and make it perpendicular? I don't like missing flow on sliders like this :( would want this to stand out a little

Hard
  1. 00:01:620 (3,4) - I think these would play better if these sliders faced different directions. naw
  2. 00:02:711 (1,2) - 2 sliders with a similar shape and curve next to eachother but one having a red anchor looks really bad to me. Recommend changing. well..it doesnt to me
  3. 00:05:984 (3,4) - Same as 00:01:620 (3,4) - n a w
  4. 00:05:984 (3,4) - ^^
  5. 00:07:620 (2,3) - I think a slider would fit the rhythm you're going for better would like to have this stand out alittle against the previous patterns
  6. 00:19:075 (4,5) - Same slider please ;w; naw (don't really know what else to say, sorry)
  7. 00:26:166 (5,6,7) - This spacing is brutal for a hard diff... spaced out just like the rest of the diff
  8. 00:39:802 (1,2) - Consider making these parallel. I think it looks better. looks fine to me
  9. 00:40:893 (4,5) - ^ ^
  10. 00:57:802 (2,3) - Doesn't sound right to me. Make make these into one 1/6 reverse slider. would like to stay away from 1/6 for this Diff, 1/3 into 1/4 should be hard enough already
  11. 00:58:893 (5,6) - ^ ^
  12. 01:12:530 (1) - This flow is slightly better imo http://puu.sh/k7GDN/525312da05.jpg not really, barely any difference at all
  13. 01:30:530 (2,3,4,5) - Consider reducing this spacing. Might be a little much for a Hard. spaeced out exactly like the rest of the Diff. Are you talkin about the rythm?

That's all the time I have for now, but I like what I'm seeing. Shot a star, hope to see this ranked :^)
thank you! for the mod and the star!
HappyRocket88

[From #Modreqs]
Peach became a pro mapper :o
[ General]
  1. The audio bitrate is higher is 320 kbps which is higher of the allowed bitrate according to Ranking Criteria. You can use this one rather than he one you have. It has 192 kbps as well.
  2. The colors you use for the beatmap don't fit well, The overuse of blue is a bit odd and do not match with the bg file (By the way, vbvbvbvbvbvbv.jpg for a bg file is kinda original... I don't know if this on purpose, but it looks troll) What about these ones?
  3. Consider to add some Audio lead-in over the osu. file because the Normal diff starts so early and plyers might get 100x in the first noe if they're not prepared.
[ Normal]
  1. 00:01:620 (2) The whistle's head of this slider is useless because it doesn't make sense if you want to emphasize 00:01:893 this beat. It would sound better if you remove it.
  2. 00:04:893 (1,2) The current flow is a bit forced because the as well as this slider 00:04:893 (1) 's tail suggest that the next note would be above, you forced the cursor to go down again. It doesn't play bad, but it would flow better if you try something more intuitive than soft. For example. http://puu.sh/k87g5/c4af0e51a8.jpg
  3. 00:08:439 (3,1) This two slider look the same and, this is just a personal opinion, but you could make this slider 00:08:439 (3) less sharped.
  4. 00:22:348 (6) I think making this NC combing so long (10) plays a bit odd considering the way you give NC during the song. I'd rather make NC here to emphasize better the sound and improve the NC pattern.
  5. 00:57:802 (2) The way you repeat the slider shape in this slider doesn't play good. I think it would rather flow better if you do Ctrl + H there.
  6. 01:31:075 (1) Shouldn't the spinner start here?
Topic Starter
Peachtrees

HappyRocket88 wrote:


[From #Modreqs]
Peach became a pro mapper :o far from being one LOL
[ General]
  1. The audio bitrate is higher is 320 kbps which is higher of the allowed bitrate according to Ranking Criteria. You can use this one rather than he one you have. It has 192 kbps as well. aww thanks! I suck at finding stuff like this, so I have to rely on ppl like you c:
  2. The colors you use for the beatmap don't fit well, The overuse of blue is a bit odd and do not match with the bg file (By the way, vbvbvbvbvbvbv.jpg for a bg file is kinda original... I don't know if this on purpose, but it looks troll) What about these ones? changed 1 colour to something pinkish and made on a little lighter, the bg filename is a new artform that I call 'hammering you keyboard' that I'm currently trying to promote ahsufhoaduifghas
  3. Consider to add some Audio lead-in over the osu. file because the Normal diff starts so early and plyers might get 100x in the first noe if they're not prepared.
[ Normal] uuuh will do this if it really turns out to be a problemo, should be kay though
  1. 00:01:620 (2) The whistle's head of this slider is useless because it doesn't make sense if you want to emphasize 00:01:893 this beat. It would sound better if you remove it. I dont really want to emphasize the second one THAT much I really just want it to be a little stronger, thus I'm increasing volume
  2. 00:04:893 (1,2) The current flow is a bit forced because the as well as this slider 00:04:893 (1) 's tail suggest that the next note would be above, you forced the cursor to go down again. It doesn't play bad, but it would flow better if you try something more intuitive than soft. For example. found a pretty solutionhttp://puu.sh/k87g5/c4af0e51a8.jpg
  3. 00:08:439 (3,1) This two slider look the same and, this is just a personal opinion, but you could make this slider 00:08:439 (3) less sharped. it's great if they look the same that is exactly what I was going for ><
  4. 00:22:348 (6) I think making this NC combing so long (10) plays a bit odd considering the way you give NC during the song. I'd rather make NC here to emphasize better the sound and improve the NC pattern. um uuh this was simply missing one ><
  5. 00:57:802 (2) The way you repeat the slider shape in this slider doesn't play good. I think it would rather flow better if you do Ctrl + H there. strechted out the pattern a little to hopefully make it a tad better, I want it to stand out a bit though to emphasize the drumtrack a little
  6. 01:31:075 (1) Shouldn't the spinner start here? would really want this sound to be clickable (it is in all my other Diffs too) hence I'm starting it on the next tick
thank you! for the mod and providing the mp3, was really hoping someone would help me out there

o and thanks for the star <3
ZekeyHache
That señorita in the background looks bonita :p
HappyRocket88
Report Ezek for no-sense

o/
Avena
I downloaded this even though I didn't expect anything good.
And yet
This map is actually pretty impressive.
Topic Starter
Peachtrees
o

neat??

also pl re-dl new mp3 + timing
Frey

Priti wrote:

I downloaded this even though I didn't expect anything good.
And yet
This map is actually pretty impressive.
The same
Frey
OSU NEED MORE CELLDWELLER!

  • General
  1. Inexact offset, All timing points minus 46. Then select all objects and move the start to 562.
  2. offset -5 ?
  3. 01:34:948 - The last spinner sounds a bit loud, reduce the hitsound maybe?

    Normal

  4. 01:31:130 (3,1) - To give new players more time to react in a Normal, you should increase the space between the spinner and last object. Start the spinner at 01:31:266 -

    Advanced

  5. 00:25:948 (4) - unify the ds? (you need to adjust 00:25:675 (3) - too
  6. 01:18:448 (5,6) - unify the ds

    Insane

  7. 00:04:266 (7) - move it to x436 y200 for a neater diamond
  8. 00:00:448 - you can put a circle before the red line

    Another

  9. 00:00:448 - you can put something before the red line
  10. 00:02:630 (8,9) - 00:04:812 (8,9) - 00:06:994 (8,9) - 00:11:357 (5,6) - 00:15:721 (5) - 00:46:266 (9,10) - 00:50:630 (10,11) - 01:21:175 (9,10) - 01:25:539 (11,12) - unsnapped objects. It should be 1/12 (I suggest you use reverse sliders in Another, circles in Extra)

    Extra

  11. 00:00:448 - same as above
  12. As above, plz check those unsnapped things
  13. 00:52:607 - miss a beat, you can map it out indeed
  14. 00:57:857 (3) - NC to notice players there is 1/6 stream not 1/4
  15. 00:58:948 (3) - the same as above
  16. 01:01:675 (1,2,3,4,5) - it can be improved into a better pentagon

Yeah, this is a nice one, star attached
Topic Starter
Peachtrees
adjusted timing a little hnnng I might be deaf help
Squichu
old, haha xD
eeh, hellows. o/

General - all fineee!

Normal
whoa, close. O:
  1. 00:01:698 (2) - shouldn't this end on the next blue tick, since that's where the guitar sound ends you followed with the previous object?
    (tick change shouldn't be a problem here, imo. there's more than enough time to understand when the next object should be hit)
  2. 00:03:880 (2) - ^
  3. 00:06:062 (2) - ^
  4. 00:07:153 (1,2) - and this feels slightly off, because the blue tick in-between and the blue tick follwing (2) aren't mapped. maybe you can use a single slider instead? or try this: http://puu.sh/k8V0H.jpg
  5. 00:08:517 (3) - hmh. consider deleting this. I understand you're trying to emphasize the build-up, but that doesn't work that well here. players hit the slider when the sound is barely audiable.. while the sound gets louder with the most dominant part at 00:09:267 - , the slider ends way before, because extending it is too hard for beginner players. meh. :c
    I'd really prefer if you give players the time to get ready before the more fun part starts. o: up to yoou ofcourse!
  6. 00:10:698 (3,4,1) - they're so close to each other, movement feels forced. how about moving (1) to 427|100 and rotating it slightly (31°)?
    you'd have to adjust 00:12:608 (2,3) - then, but the flow's worth it, imo :3
  7. 00:15:335 (3,4,1) - very beautiful! ;w; I'd prefer if you ctrl+g (1), tho. The zig-zag movement is fine, but can be quite confusing for beginner players. (and cause there's no Easy it'd be great if this were beginner-friendly. .o. )
  8. 00:24:608 (1) - aah, kinda sad the second beat isn't clickable. consider replacing this with two circles? it's the same beat on 00:24:608 - and 00:25:153 - and both should be clickable, imo
  9. 00:39:880 (1,2,3) - try to round out the movement, please! atm this feels uncomfortable to play. - http://puu.sh/k8VZR.jpg
  10. 00:50:789 (1,2,3,4) - rhythm plays fine, but feels a off. just try this instead: http://puu.sh/k8WjD.jpg
    because there's this sound starting on (2) that's very similar to (1), using the same object twice matches better to that. also, there's a different sound starting on (3)'s end, so starting a new slider there, that replaces (4), too, works quite nicely, imo
  11. 00:57:880 (2,4,5) - similar sounds here, but one's mapped with a slider - (2) - and the other with two circles - (4,5) -. replace (2) with two circles, too? I like variety, but the beats are much different than 00:57:335 (1,3) - and circles emphasize that better
  12. 00:59:517 (1,2,3,4) - meeeh. why are the loud sounds on 00:59:517 - and 01:00:062 - mapped with a slider and all the weak background sounds (2,3,4) clickable? :c I mean, it plays perfectly fine, but it doesn't compliment the music. consider changing it like this - http://puu.sh/k8WTj.jpg
  13. 01:04:698 (2,3) - looks neat, but movement would be better, if you ctrl+g (3) and move it to 462|137, imo. and you could still blanket 01:03:880 (1) - instead of (2) that way!
  14. 01:09:335 (3) - about movement, too. ctrl+j and move back to where it was? it's just very minor, but it points towards the next object like this
  15. 01:10:698 (2) - move to 303|235, to avoid confusion for beginner players. they might not know if they should hit (3) or (4) next, because they have the same distance from (2)
  16. 01:19:153 (1,2,3,4,5) - the last part here feels off somehow. might be just me, tho. I think the previous rhythm 00:44:244 (1,2,3,4) - worked better, consider using it again? it puts more emphasis on the louder beats
  17. 01:26:789 (2,3) - the end of (2) is slightly louder than (3), so two short sliders might work better here than reverse-slider + circle. but that's really just super minor. both plays fine!
  18. 01:31:153 (3,1) - I remember readin somewhere that spinners after hitobjects should start 1/2 beat later.. so on the next red tick, in this case. I don't remember the reason, tho. :b please ask someone who's better informed than me if it's alright like this. xD
Advanced
looks nice! a bit fast paced, imo, but that should be alright for an Advanced. o3o
  1. 00:01:698 (3) - basically, same as in Normal. should end on the blue tick, I think
    00:03:880 (3) - ^
    00:06:062 (3) - ^
  2. 00:02:653 - I really miss a circle here. ;o; (I did in Normal, too, but that'd be waaay to hard for that diff..)
    I mean, you're using 1/4 beats later in the diff more frequently, so introducing them earlier, when there are less objects and it's easier to read.. why not? it emphasises the guitar so nicely!
    00:04:835 ^
    00:07:017 ^
  3. 00:07:153 (1,2) - similar to Normal, too. end of (1) should be clickable, imo, so http://puu.sh/k8Y4W.jpg ?
  4. 00:08:517 (4) - same as in Normal. alternatively, this could work better if you extend it till the next blue tick
  5. 00:10:426 (4,5) - sound of (4) seems to go on, consider adding a reverse to (4) and deleting (5)
  6. 00:11:926 (2,3,4,5,6) - movement is so abrupt, can you move (4) to 215|120? and (5) to 234|2?
  7. 00:15:062 (5,6,7) - sound on (7) is too weak, imo. it feels off to play. consider using this rhythm instead: http://puu.sh/k8YnV.jpg
  8. 00:15:880 (8) - missing NC?
  9. 00:44:244 (1,2,3) - hmh. hard to explain. xD http://puu.sh/k8YDp.jpg ?
    00:48:608 (1,2,3) - ^
    01:19:153 (1,2,3) - ^
    01:23:517 (1,2,3) - ^
  10. 00:45:744 (6,7) - I really liked how 1/4 circles where stacked before. makes them a looot easier to play. consider stacking them too?
    00:50:108 (6,7) - ^
    01:20:653 (6,7) - ^
    01:25:017 (6,7) - ^
Hard
  1. imo this diff could use slightly higher AR. try 6.4 - 6.7? sometimes the screen looks cluttered atm, you could easily avoid that by raising AR. that also makes patterns like 00:20:244 (1,2,3) - better readable, because (3) appears when you move from (1), atm (3)'s already visible before.)
  2. 00:00:608 (1,2) - I don't really get why this is easier than in Advanced. O:
    What I mean is - the beats on the blue ticks are very very weak and here it's pretty easy to hit them, because you use two sliders. In Advanced it's harder, because the second blue tick is a circle, which isn't as easy to hit as a slider. and there is no sound where (1) ends in Hard, meh. sounds rather off.
    sooo, consider using the same rhythm as in Advanced or think about nerfing the beginning of Advanced. or try this http://puu.sh/k8ZpR.jpg- doesn't match with the on-going sound, but doesn't end somewhere in the middle of nothing so 00:01:017 - is clickable either.
  3. 00:02:653 - same as in previous diff, I won't list the others, you'll notice them yourself. ;o; -not lazy, just trying to keep the mod short..-
  4. 00:07:698 (2,3) - 1/4 sliders sound better, also matches better with the other rhythms like this where you mappes the beats on blue ticks
  5. 00:10:426 - missing a circle here, there's a sound, so.. or turn 00:10:153 (3) - into a slider?
    00:12:608 - ^
  6. 00:10:971 (5,6) - feels like something is missing here. I think the rhythm you used here 00:12:744 (4,5,6) - works better, consider using it before, too
  7. 00:14:517 (3,4,5,6,7) - mixure of the two points above ^
  8. 00:26:517 (7) - try a 1/4 slider instead to match the on-going sound?
  9. 00:43:698 - beat.. no circle. sad :c jk. add one? O:
okay, now I'm tired. ;o; hope I could help with this!
I'll mod the rest of the map later/tomorrow (tho I doubt it'll be helpful cause higher diffs are pretty fun to play. but I'll see)
//squee for now!

sorry for the delay, here are the last bits of the mod -
there's only super minor stuff left, so this'll get short >w<

Hyper
  1. 00:21:312 (4) - rotating and placing this slightly differently woudl work really nice for the flow. - http://puu.sh/kaQnz.jpg
  2. 00:25:675 (3) - did you consider turning this into an 1/8 repeat? because that matches the sounds better and it doesn't play much different.
  3. 00:34:948 (7,8) - ctrl+g on timeline? matches the sound starting at 00:35:085 - better, imo. the current rhythm is nice, too, but I miss emphasis on this 'new' sound'
    same for 00:39:312 (8,9) - and some similar patterns in the second Kiai
Insane
somehow, I felt like this diff was much easier to play than Hyper. I don't know why tho.. o.o but it's fun!
  1. 00:34:948 (7,8) - same as in Hyper, basically uxu
    also same for similar rhythms
  2. 00:37:675 (1,2,3) - hmh. could you move (3) a litte further to the lower left? feels like the spacing should be the same or slightly increasing (from (1,2) to (2,3)), but it's decreasing. 61|285 seems good to me
  3. //nitpicking - 00:48:039 (8,1) - blanket is off /o\ (if you change (8,9) that's probably different anyway, Idk. owo)
  4. 01:16:948 (1,2) - ctrl+g (both, then each), plays a little better, imo
Another
  1. AR seems a little too fast :c try 8.5?
  2. 00:06:039 (4,5,6,7) - mini-jump is fine ofc, but movement feels a little strange like this o: consider switching (6,7) around
Extra's too much for me, so I'll have to skip this diff. Sorry. :c

Pretty nice mapset overall. Good luck! :3
Topic Starter
Peachtrees

Squirrel wrote:

eeh, hellows. o/ o/

General - all fineee! woo

Normal
whoa, close. O: tried making an easier Diff but dumbing down the rythm even more felt weird :c
  1. 00:01:698 (2) - shouldn't this end on the next blue tick, since that's where the guitar sound ends you followed with the previous object? uhh I'm guessing that this felt weird due to the timing being a wreck? If not ima explain anyways: I'm starting on the guitar and then have it end on the drums since I feel like this is the most natural way of catching both drums AND guitar in the beginning
    (tick change shouldn't be a problem here, imo. there's more than enough time to understand when the next object should be hit)
  2. 00:03:880 (2) - ^
  3. 00:06:062 (2) - ^
  4. 00:07:153 (1,2) - and this feels slightly off, because the blue tick in-between and the blue tick follwing (2) aren't mapped. maybe you can use a single slider instead? or try this: http://puu.sh/k8V0H.jpg current rythm really does the best job of emphasizing the peaks in the song
  5. 00:08:517 (3) - hmh. consider deleting this. I understand you're trying to emphasize the build-up, but that doesn't work that well here. players hit the slider when the sound is barely audiable.. while the sound gets louder with the most dominant part at 00:09:267 - , the slider ends way before, because extending it is too hard for beginner players. meh. :c
    I'd really prefer if you give players the time to get ready before the more fun part starts. o: up to yoou ofcourse! uuh I'm guessing that this was weird due to the timing being messed up?
  6. 00:10:698 (3,4,1) - they're so close to each other, movement feels forced. how about moving (1) to 427|100 and rotating it slightly (31°)?
    you'd have to adjust 00:12:608 (2,3) - then, but the flow's worth it, imo :3 stretched this out a liiiittle more, though I don't mind having stuff play a little more intense (I guess whether something is intense or uncomfortable is kinda subjective) to emphasize certain things
  7. 00:15:335 (3,4,1) - very beautiful! ;w; I'd prefer if you ctrl+g (1), tho. The zig-zag movement is fine, but can be quite confusing for beginner players. (and cause there's no Easy it'd be great if this were beginner-friendly. .o. ) hm ya was kinda not sure about this tbh thought that maybe zig zag was more intuitive, will go with your approach for now
  8. 00:24:608 (1) - aah, kinda sad the second beat isn't clickable. consider replacing this with two circles? it's the same beat on 00:24:608 - and 00:25:153 - and both should be clickable, imo reasoning behind this was that I wanted the rythm to be different from the following one in the kiai to have the wub wubs here stand out a little more, otherwise it would've been the exact same thing with little to no differen in how they felt and played
  9. 00:39:880 (1,2,3) - try to round out the movement, please! atm this feels uncomfortable to play. - http://puu.sh/k8VZR.jpg feels fine to me :c
  10. 00:50:789 (1,2,3,4) - rhythm plays fine, but feels a off. just try this instead: http://puu.sh/k8WjD.jpg
    because there's this sound starting on (2) that's very similar to (1), using the same object twice matches better to that. also, there's a different sound starting on (3)'s end, so starting a new slider there, that replaces (4), too, works quite nicely, imo uuuh I really dont want you to feel like I'm using the 'timing was off' excuse to laze out but the current rythm feels perfectly fine so I'm guessing this must've been messed up when the timing was still off
  11. 00:57:880 (2,4,5) - similar sounds here, but one's mapped with a slider - (2) - and the other with two circles - (4,5) -. replace (2) with two circles, too? I like variety, but the beats are much different than 00:57:335 (1,3) - and circles emphasize that better the first drum track is more 'continous' while the other is clearly devided into two drumtracks, hence the seperation
  12. 00:59:517 (1,2,3,4) - meeeh. why are the loud sounds on 00:59:517 - and 01:00:062 - mapped with a slider and all the weak background sounds (2,3,4) clickable? :c I mean, it plays perfectly fine, but it doesn't compliment the music. consider changing it like this - http://puu.sh/k8WTj.jpg unique sound in the song which deserves to be emphasized I think, so I used something that was fairly dense to have it stand out a little. I honestly just disliek doing 1/1 slider into 2 circles over and over and over so I try to get in as much variety as I can ><
  13. 01:04:698 (2,3) - looks neat, but movement would be better, if you ctrl+g (3) and move it to 462|137, imo. and you could still blanket 01:03:880 (1) - instead of (2) that way! owo did something very similar
  14. 01:09:335 (3) - about movement, too. ctrl+j and move back to where it was? it's just very minor, but it points towards the next object like this eeeh would like for the slider to be parallel ><
  15. 01:10:698 (2) - move to 303|235, to avoid confusion for beginner players. they might not know if they should hit (3) or (4) next, because they have the same distance from (2) did something here to avoid confusion
  16. 01:19:153 (1,2,3,4,5) - the last part here feels off somehow. might be just me, tho. I think the previous rhythm 00:44:244 (1,2,3,4) - worked better, consider using it again? it puts more emphasis on the louder beats yeaaah I'm guessing this too was timing related
  17. 01:26:789 (2,3) - the end of (2) is slightly louder than (3), so two short sliders might work better here than reverse-slider + circle. but that's really just super minor. both plays fine! this puts more emphasize on the loud DUUUUUUHs which is what I'm trying to catch here
  18. 01:31:153 (3,1) - I remember readin somewhere that spinners after hitobjects should start 1/2 beat later.. so on the next red tick, in this case. I don't remember the reason, tho. :b please ask someone who's better informed than me if it's alright like this. xD eeh changing this is easy so if this ends up bothering more ppl I can just easily move this
Advanced
looks nice! a bit fast paced, imo, but that should be alright for an Advanced. o3o o3o
  1. 00:01:698 (3) - basically, same as in Normal. should end on the blue tick, I think commented on this above
    00:03:880 (3) - ^
    00:06:062 (3) - ^
  2. 00:02:653 - I really miss a circle here. ;o; (I did in Normal, too, but that'd be waaay to hard for that diff..)
    I mean, you're using 1/4 beats later in the diff more frequently, so introducing them earlier, when there are less objects and it's easier to read.. why not? it emphasises the guitar so nicely! the problem that I currently have with adding a circle here is that I think that it's these are not very intuitive to play when you don't now the song, hence I feel like they might not play intuitive or smooth. MIGHT do something about it if more people point out stuff like this but for now I think keeping it simple is not a big deal
    00:04:835 ^
    00:07:017 ^
  3. 00:07:153 (1,2) - similar to Normal, too. end of (1) should be clickable, imo, so http://puu.sh/k8Y4W.jpg ? eeh I actually disagree, I don't think the end has to necessarily be clickable here
  4. 00:08:517 (4) - same as in Normal. alternatively, this could work better if you extend it till the next blue tick same response with the timing
  5. 00:10:426 (4,5) - sound of (4) seems to go on, consider adding a reverse to (4) and deleting (5) would much rather have it cllickable tbh
  6. 00:11:926 (2,3,4,5,6) - movement is so abrupt, can you move (4) to 215|120? and (5) to 234|2? slight adjustment to make it less harsh, though I wanted this to be clearly seperated (cosmetic stuff I'm weird sorry)
  7. 00:15:062 (5,6,7) - sound on (7) is too weak, imo. it feels off to play. consider using this rhythm instead: http://puu.sh/k8YnV.jpg timingrelated
  8. 00:15:880 (8) - missing NC? eehhh ya ok did this in normal too I guess so kay
  9. 00:44:244 (1,2,3) - hmh. hard to explain. xD http://puu.sh/k8YDp.jpg ? mmmhh? I feel like the continous DUUUH is best represented by the holding thingy the slider does
    00:48:608 (1,2,3) - ^
    01:19:153 (1,2,3) - ^
    01:23:517 (1,2,3) - ^
  10. 00:45:744 (6,7) - I really liked how 1/4 circles where stacked before. makes them a looot easier to play. consider stacking them too? I used to always stack them so I kinda wanted to do something different here ovo
    00:50:108 (6,7) - ^
    01:20:653 (6,7) - ^
    01:25:017 (6,7) - ^
Hard
  1. imo this diff could use slightly higher AR. try 6.4 - 6.7? sometimes the screen looks cluttered atm, you could easily avoid that by raising AR. that also makes patterns like 00:20:244 (1,2,3) - better readable, because (3) appears when you move from (1), atm (3)'s already visible before.) ya ok I'm fine with that
  2. 00:00:608 (1,2) - I don't really get why this is easier than in Advanced. O:
    What I mean is - the beats on the blue ticks are very very weak and here it's pretty easy to hit them, because you use two sliders. In Advanced it's harder, because the second blue tick is a circle, which isn't as easy to hit as a slider. and there is no sound where (1) ends in Hard, meh. sounds rather off.
    sooo, consider using the same rhythm as in Advanced or think about nerfing the beginning of Advanced. or try this http://puu.sh/k8ZpR.jpg- doesn't match with the on-going sound, but doesn't end somewhere in the middle of nothing so 00:01:017 - is clickable either. replaced the second slider with two circles for each of them
  3. 00:02:653 - same as in previous diff, I won't list the others, you'll notice them yourself. ;o; -not lazy, just trying to keep the mod short..- uuh ya commented on this
  4. 00:07:698 (2,3) - 1/4 sliders sound better, also matches better with the other rhythms like this where you mappes the beats on blue ticks patched this up
  5. 00:10:426 - missing a circle here, there's a sound, so.. or turn 00:10:153 (3) - into a slider? pateched up the entire section here so all of the following points should've been applied to a certain extend
    00:12:608 - ^
  6. 00:10:971 (5,6) - feels like something is missing here. I think the rhythm you used here 00:12:744 (4,5,6) - works better, consider using it before, too
  7. 00:14:517 (3,4,5,6,7) - mixure of the two points above ^
  8. 00:26:517 (7) - try a 1/4 slider instead to match the on-going sound? eeeh feels to hard imo a little to dense
  9. 00:43:698 - beat.. no circle. sad :c jk. add one? O:
I found that trying to catch both the wub wub sounds and the drum here left me with something that was rather odd to play, thus I'm prioritizing the wub wubs here cause they feel more important/dominant

okay, now I'm tired. ;o; hope I could help with this!
I'll mod the rest of the map later/tomorrow (tho I doubt it'll be helpful cause higher diffs are pretty fun to play. but I'll see)
//squee for now!
www thanks a bunch!

made A BUNCH OF fixes to to each of those, thank you very much for the effort put into this, and a sincere apology for how the timing thing ended up affecting the mod.

no need to mod the rest in a simliar fashion, don't want you to work yourself up over a single set ><

agian, thank you!
Topic Starter
Peachtrees

Frey wrote:

color=#8040BF]OSU NEED MORE CELLDWELLER![/color]

  • General
  1. Inexact offset, All timing points minus 46. Then select all objects and move the start to 562.
  2. offset -5 ? eeh feels fine for now, will adjust after further complains
  3. 01:34:948 - The last spinner sounds a bit loud, reduce the hitsound maybe? volume reduced by like 15%

    Normal

  4. 01:31:130 (3,1) - To give new players more time to react in a Normal, you should increase the space between the spinner and last object. Start the spinner at 01:31:266 - ayy k

    Advanced

  5. 00:25:948 (4) - unify the ds? (you need to adjust 00:25:675 (3) - too I like the blanket here + I don't really mind small inconsistencies
  6. 01:18:448 (5,6) - unify the ds done

    Insane

  7. 00:04:266 (7) - move it to x436 y200 for a neater diamond adjusted the whole thing, moved more than one circle though
  8. 00:00:448 - you can put a circle before the red line hmm not 100% sure about this. Did this across all Diffs from Insane + for now as this is really easy to undo should I turn out to be meh

    Another

  9. 00:00:448 - you can put something before the red line
  10. 00:02:630 (8,9) - 00:04:812 (8,9) - 00:06:994 (8,9) - 00:11:357 (5,6) - 00:15:721 (5) - 00:46:266 (9,10) - 00:50:630 (10,11) - 01:21:175 (9,10) - 01:25:539 (11,12) - unsnapped objects. It should be 1/12 (I suggest you use reverse sliders in Another, circles in Extra) working on it

    Extra

  11. 00:00:448 - same as above
  12. As above, plz check those unsnapped things dun
  13. 00:52:607 - miss a beat, you can map it out indeed mm ya ok
  14. 00:57:857 (3) - NC to notice players there is 1/6 stream not 1/4 3rd person to point this out so yeah ok
  15. 00:58:948 (3) - the same as above ^
  16. 01:01:675 (1,2,3,4,5) - it can be improved into a better pentagon adjusted this to be neater

Yeah, this is a nice one, star attached thanks!
thank you!
Yuii-
All these mods are writing a ton of things, so I decided to take a look at the map.

General:
  1. You are NOT funny. That "E" spam in the description is awful and makes you look stupid, so you either remove it or I will ban you, kay?
  2. You are NOT going to repeat tags anymore, gotcha? "Rock" is written twice. Who do you think you are? Repeating things isn't appropriate, are you even LISTENING TO ME YOU LITTLE PIECE OF SHIT?
  3. Okay, okay. I have calmed down myself, here's the serious thing: HOW DARE YOU ADD "DRUM AND BASS" BUT NO "dnb" IN TAGS? DUDE, ARE YOU REALLY TRYING TO MAP ANYTHING? I WILL STOP PLAYING THE GAME CAUSE OF YOU, HOLY SHIT
  4. Yes, this mod is cute enough.
You suck, dude
Topic Starter
Peachtrees
That "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awfulThat "E" spam in the description is awful

have your kds you earend it
Yuii-
I got MeMeD
Natsu
Hi

General:

  1. Inconsistency in Combo colors, check hard diff combo 4
  2. Your OD settings make me sad, I'll suggest you to use:
    Extra: 9 or 8,5, Another: 8, other diffs seems balanced
Extra:

  1. 00:09:312 (1) - I think is better if you add finish here, normal hit normal doesn't work really nice tbh.
  2. 00:13:539 (7,8) - shouldn't this be 1/12? as other similar parts, I do understand that the previous 1/8 sounds will cause playability issues, but I also think that the 1/8 full stream will cause them, mmm I guess keeping consistentcy with your 1/12 its better, maybe try:
  3. 00:18:039 (1) - finish is better, hitnormal doesnt represent the sound in the music really nice
  4. 00:18:585 (3,4) - according to the music, will be better if 3 were a single circle, and a repeat starting at 00:18:721 - (this happen in some more places, and I think your rhythm can improve alot if you do separate the different sounds in the music)
  5. 00:26:357 why did you ignore this one?, since its more noticeable when playing that the current tail
  6. 00:26:698 remove greenline
  7. 00:29:766 (5) - this should be a 1/4 slider, there is music at 1/4 but nothing at 1/8.
  8. 00:48:312 (5,6,7,8) - 01:23:221 (4,5,6,7) - same as 00:13:539
  9. 00:52:948 finish instead of hitnormal
  10. 00:57:857 (1,2,3,4,5,6,1) - this can cause alot of troubles when playing, mainly cuz the drastic spacing change from 6 to 1 , since you are coming from a stream pattern, then you make the player do a huge jump at the same snap as the stream.. people will fail 6 or hit 100 -50, because they will try to move fast to the slider, since you know circles doesn't bring the same leniency as sliders
  11. 00:58:675 (2) - I prefer if you use a 1/6 slider here instead of the 1/8 is kinda weird tbh..
  12. 01:01:539 why do you ignore this to map the tail at nothing (or really inaudible sound)?
Another:

  1. 00:13:403 (4) - 00:48:312 (9) - 01:23:221 (9) - similar to extra at 00:13:539 I'll suggest to use the same rhythm that I suggest at your extra, in this case with a repeat for the 1/12
  2. 00:18:585 (3,4) - and yeah same an extra, idk I think your rhythm will improve alot if you do
  3. 00:21:585 (6,7) - 00:42:039 (1,2) - I usually don't point blankets, but this ones make me sad ><
  4. 00:26:425 (1) - shouldn't this start at 00:26:494 - as your extra diff does? idk consistency is cool!
  5. 00:58:403 (3) - shouldn't be a NC here?, according tho : 00:57:312 (1) - 00:57:857 (1) - 00:58:948 (1) - I guess you did use to differentiate the snap or music that's why 00:58:403 (3) - seems inconsistent to me
  6. 01:00:721 pls don't ignore this lol, make the rhythm really weird
  7. 01:01:539 same as above, since I don't see the logic by ignoring strong sounds to map nothing or almost inaudible ones in the tail
Insane:

  1. 01:00:721 - same as another, I don't see the reason to ignore this tbh
  2. 00:26:425 (1) - same as another as well, this shouldn't start at red tick as your extra diff??
  3. 00:41:903 (9) - 01:03:721 (10) - in this diff I found too much circles that doesn't have much relevance with the song, most of them are slider tails or you did even ignore at your higher diffs, so tbh I don't see the reason to bring click actions to them, maybe its just for transition? anyways I think they ruin a bit the song main beats,maybe just me
Hyper:

  1. 01:00:721 - oh and u did map this one here lol
  2. 00:26:494 and you did started this on red as well xD
  3. 00:09:994 (4,5) - Nazi stack
  4. 00:27:721 (5) - 00:28:812 (10) - - same as what I said in insane at 00:41:903 - this beats just ruin the song main rhythm, idk I think you should recheck this a bit more around this and insane diff, u didn't even map some of them at extra or another
  5. not much to say pretty linear flow and spacing ~
Hard:

  1. 00:15:857 (9) - missing NC I suppose, since others diffs have one here
  2. 01:00:721 ya again xD, I really think you should map this, since the sound is so strong xD
  3. others seems fine
Advanced:

  1. 01:21:312 (1,2,3) - hardest part at this diff, I think you can easily balance this, by doing a slider instead of 01:21:857 (3,4) - like you did at other parts
  2. lool sorry for short mod, but I'm not nazi or I don't like to change unnecesary stuff at diffs :o
Normal:

  1. looks fine
Diffs are mostly fine, I dislike the hitnormal usage at some specific places, since finish sounds better to me, anyways GL with this o/
Squichu
the mod's complete now.. should've made another post, but I somehow didn't do that and edited the other instead. and I don't want it to get lost here. xD
Weeeeell, hope I could help at least a little! >o<
//squee2
Topic Starter
Peachtrees

Squirrel wrote:

old, haha xD
eeh, hellows. o/

General - all fineee!

Normal
whoa, close. O:
  1. 00:01:698 (2) - shouldn't this end on the next blue tick, since that's where the guitar sound ends you followed with the previous object?
    (tick change shouldn't be a problem here, imo. there's more than enough time to understand when the next object should be hit)
  2. 00:03:880 (2) - ^
  3. 00:06:062 (2) - ^
  4. 00:07:153 (1,2) - and this feels slightly off, because the blue tick in-between and the blue tick follwing (2) aren't mapped. maybe you can use a single slider instead? or try this: http://puu.sh/k8V0H.jpg
  5. 00:08:517 (3) - hmh. consider deleting this. I understand you're trying to emphasize the build-up, but that doesn't work that well here. players hit the slider when the sound is barely audiable.. while the sound gets louder with the most dominant part at 00:09:267 - , the slider ends way before, because extending it is too hard for beginner players. meh. :c
    I'd really prefer if you give players the time to get ready before the more fun part starts. o: up to yoou ofcourse!
  6. 00:10:698 (3,4,1) - they're so close to each other, movement feels forced. how about moving (1) to 427|100 and rotating it slightly (31°)?
    you'd have to adjust 00:12:608 (2,3) - then, but the flow's worth it, imo :3
  7. 00:15:335 (3,4,1) - very beautiful! ;w; I'd prefer if you ctrl+g (1), tho. The zig-zag movement is fine, but can be quite confusing for beginner players. (and cause there's no Easy it'd be great if this were beginner-friendly. .o. )
  8. 00:24:608 (1) - aah, kinda sad the second beat isn't clickable. consider replacing this with two circles? it's the same beat on 00:24:608 - and 00:25:153 - and both should be clickable, imo
  9. 00:39:880 (1,2,3) - try to round out the movement, please! atm this feels uncomfortable to play. - http://puu.sh/k8VZR.jpg
  10. 00:50:789 (1,2,3,4) - rhythm plays fine, but feels a off. just try this instead: http://puu.sh/k8WjD.jpg
    because there's this sound starting on (2) that's very similar to (1), using the same object twice matches better to that. also, there's a different sound starting on (3)'s end, so starting a new slider there, that replaces (4), too, works quite nicely, imo
  11. 00:57:880 (2,4,5) - similar sounds here, but one's mapped with a slider - (2) - and the other with two circles - (4,5) -. replace (2) with two circles, too? I like variety, but the beats are much different than 00:57:335 (1,3) - and circles emphasize that better
  12. 00:59:517 (1,2,3,4) - meeeh. why are the loud sounds on 00:59:517 - and 01:00:062 - mapped with a slider and all the weak background sounds (2,3,4) clickable? :c I mean, it plays perfectly fine, but it doesn't compliment the music. consider changing it like this - http://puu.sh/k8WTj.jpg
  13. 01:04:698 (2,3) - looks neat, but movement would be better, if you ctrl+g (3) and move it to 462|137, imo. and you could still blanket 01:03:880 (1) - instead of (2) that way!
  14. 01:09:335 (3) - about movement, too. ctrl+j and move back to where it was? it's just very minor, but it points towards the next object like this
  15. 01:10:698 (2) - move to 303|235, to avoid confusion for beginner players. they might not know if they should hit (3) or (4) next, because they have the same distance from (2)
  16. 01:19:153 (1,2,3,4,5) - the last part here feels off somehow. might be just me, tho. I think the previous rhythm 00:44:244 (1,2,3,4) - worked better, consider using it again? it puts more emphasis on the louder beats
  17. 01:26:789 (2,3) - the end of (2) is slightly louder than (3), so two short sliders might work better here than reverse-slider + circle. but that's really just super minor. both plays fine!
  18. 01:31:153 (3,1) - I remember readin somewhere that spinners after hitobjects should start 1/2 beat later.. so on the next red tick, in this case. I don't remember the reason, tho. :b please ask someone who's better informed than me if it's alright like this. xD
Advanced
looks nice! a bit fast paced, imo, but that should be alright for an Advanced. o3o
  1. 00:01:698 (3) - basically, same as in Normal. should end on the blue tick, I think
    00:03:880 (3) - ^
    00:06:062 (3) - ^
  2. 00:02:653 - I really miss a circle here. ;o; (I did in Normal, too, but that'd be waaay to hard for that diff..)
    I mean, you're using 1/4 beats later in the diff more frequently, so introducing them earlier, when there are less objects and it's easier to read.. why not? it emphasises the guitar so nicely!
    00:04:835 ^
    00:07:017 ^
  3. 00:07:153 (1,2) - similar to Normal, too. end of (1) should be clickable, imo, so http://puu.sh/k8Y4W.jpg ?
  4. 00:08:517 (4) - same as in Normal. alternatively, this could work better if you extend it till the next blue tick
  5. 00:10:426 (4,5) - sound of (4) seems to go on, consider adding a reverse to (4) and deleting (5)
  6. 00:11:926 (2,3,4,5,6) - movement is so abrupt, can you move (4) to 215|120? and (5) to 234|2?
  7. 00:15:062 (5,6,7) - sound on (7) is too weak, imo. it feels off to play. consider using this rhythm instead: http://puu.sh/k8YnV.jpg
  8. 00:15:880 (8) - missing NC?
  9. 00:44:244 (1,2,3) - hmh. hard to explain. xD http://puu.sh/k8YDp.jpg ?
    00:48:608 (1,2,3) - ^
    01:19:153 (1,2,3) - ^
    01:23:517 (1,2,3) - ^
  10. 00:45:744 (6,7) - I really liked how 1/4 circles where stacked before. makes them a looot easier to play. consider stacking them too?
    00:50:108 (6,7) - ^
    01:20:653 (6,7) - ^
    01:25:017 (6,7) - ^
Hard
  1. imo this diff could use slightly higher AR. try 6.4 - 6.7? sometimes the screen looks cluttered atm, you could easily avoid that by raising AR. that also makes patterns like 00:20:244 (1,2,3) - better readable, because (3) appears when you move from (1), atm (3)'s already visible before.)
  2. 00:00:608 (1,2) - I don't really get why this is easier than in Advanced. O:
    What I mean is - the beats on the blue ticks are very very weak and here it's pretty easy to hit them, because you use two sliders. In Advanced it's harder, because the second blue tick is a circle, which isn't as easy to hit as a slider. and there is no sound where (1) ends in Hard, meh. sounds rather off.
    sooo, consider using the same rhythm as in Advanced or think about nerfing the beginning of Advanced. or try this http://puu.sh/k8ZpR.jpg- doesn't match with the on-going sound, but doesn't end somewhere in the middle of nothing so 00:01:017 - is clickable either.
  3. 00:02:653 - same as in previous diff, I won't list the others, you'll notice them yourself. ;o; -not lazy, just trying to keep the mod short..-
  4. 00:07:698 (2,3) - 1/4 sliders sound better, also matches better with the other rhythms like this where you mappes the beats on blue ticks
  5. 00:10:426 - missing a circle here, there's a sound, so.. or turn 00:10:153 (3) - into a slider?
    00:12:608 - ^
  6. 00:10:971 (5,6) - feels like something is missing here. I think the rhythm you used here 00:12:744 (4,5,6) - works better, consider using it before, too
  7. 00:14:517 (3,4,5,6,7) - mixure of the two points above ^
  8. 00:26:517 (7) - try a 1/4 slider instead to match the on-going sound?
  9. 00:43:698 - beat.. no circle. sad :c jk. add one? O:
okay, now I'm tired. ;o; hope I could help with this!
I'll mod the rest of the map later/tomorrow (tho I doubt it'll be helpful cause higher diffs are pretty fun to play. but I'll see)
//squee for now!

sorry for the delay, here are the last bits of the mod -
there's only super minor stuff left, so this'll get short >w<

Hyper
  1. 00:21:312 (4) - rotating and placing this slightly differently woudl work really nice for the flow. - http://puu.sh/kaQnz.jpg flow is pretty gud right now + this overlap looks rather ew to me :c
  2. 00:25:675 (3) - did you consider turning this into an 1/8 repeat? because that matches the sounds better and it doesn't play much different. fair enough
  3. 00:34:948 (7,8) - ctrl+g on timeline? matches the sound starting at 00:35:085 - better, imo. the current rhythm is nice, too, but I miss emphasis on this 'new' sound' current one feels very intuitive to follow imo
    same for 00:39:312 (8,9) - and some similar patterns in the second Kiai
Insane
somehow, I felt like this diff was much easier to play than Hyper. I don't know why tho.. o.o but it's fun!
  1. 00:34:948 (7,8) - same as in Hyper, basically uxu ye
    also same for similar rhythms
  2. 00:37:675 (1,2,3) - hmh. could you move (3) a litte further to the lower left? feels like the spacing should be the same or slightly increasing (from (1,2) to (2,3)), but it's decreasing. 61|285 seems good to me slight adjustment here to increase the distance a little
  3. //nitpicking - 00:48:039 (8,1) - blanket is off /o\ (if you change (8,9) that's probably different anyway, Idk. owo) wasn't really going for a blanket here, wanted the sliderbodies to be parallel ><
  4. 01:16:948 (1,2) - ctrl+g (both, then each), plays a little better, imo good point, though I like how this adds up to the intensity towards the end of the song. Will see if people start complaining about this but keep it for now
Another
  1. AR seems a little too fast :c try 8.5? feels a bit to crowded ><
  2. 00:06:039 (4,5,6,7) - mini-jump is fine ofc, but movement feels a little strange like this o: consider switching (6,7) around huh feels kay to me
Extra's too much for me, so I'll have to skip this diff. Sorry. :c

Pretty nice mapset overall. Good luck! :3
thank you very much!

Natsu wrote:

Hi

General:

  1. Inconsistency in Combo colors, check hard diff combo 4 oops
  2. Your OD settings make me sad, I'll suggest you to use: ya that was kinda odd
    Extra: 9 or 8,5, Another: 8, other diffs seems balanced
Extra:

  1. 00:09:312 (1) - I think is better if you add finish here, normal hit normal doesn't work really nice tbh. mhh yeah I can see that working
  2. 00:13:539 (7,8) - shouldn't this be 1/12? as other similar parts, I do understand that the previous 1/8 sounds will cause playability issues, but I also think that the 1/8 full stream will cause them, mmm I guess keeping consistentcy with your 1/12 its better, maybe try:
    I did make this 1/12, though the slider put something that I wanted clickable on the tail so I just went all circles here
  3. 00:18:039 (1) - finish is better, hitnormal doesnt represent the sound in the music really nice mhh eehhh the music doesn't really sound as 'ecplosive' to me as the song would suggest soo ummm I'll wait around for more opinions on this, I'm kinda 60/40 ish right now
  4. 00:18:585 (3,4) - according to the music, will be better if 3 were a single circle, and a repeat starting at 00:18:721 - (this happen in some more places, and I think your rhythm can improve alot if you do separate the different sounds in the music)
    Okay I hate to be like this but I'm keeping the current rythm cuz I feel like it plays intuitively and just sounds right..This is a really sucky explanation and I'm sorry if that seems unreasonable, but I'll keep this the same for now
  5. 00:26:357 why did you ignore this one?, since its more noticeable when playing that the current tail changed across all Diffs
  6. 00:26:698 remove greenline o ya
  7. 00:29:766 (5) - this should be a 1/4 slider, there is music at 1/4 but nothing at 1/8. ya
  8. 00:48:312 (5,6,7,8) - 01:23:221 (4,5,6,7) - same as 00:13:539 did all the 1/12 stuff
  9. 00:52:948 finish instead of hitnormal this one works better than the one at 00:18:039 (1) - I think cuz there is this swwoooshhh sound in the background so yeah
  10. 00:57:857 (1,2,3,4,5,6,1) - this can cause alot of troubles when playing, mainly cuz the drastic spacing change from 6 to 1 , since you are coming from a stream pattern, then you make the player do a huge jump at the same snap as the stream.. people will fail 6 or hit 100 -50, because they will try to move fast to the slider, since you know circles doesn't bring the same leniency as sliders made this alot less jumpy
  11. 00:58:675 (2) - I prefer if you use a 1/6 slider here instead of the 1/8 is kinda weird tbh.. uuh I guess
  12. 01:01:539 why do you ignore this to map the tail at nothing (or really inaudible sound)? I really think the previous red tick has to be clickable, and because I think that making this section very densy rythm wise would be odd and counter intuitive I feel like having this on a tail is kay
hitsounds and other rythm thingies were applied across all Diffs so if there are not mentioned they've been applied

Another:

  1. 00:13:403 (4) - 00:48:312 (9) - 01:23:221 (9) - similar to extra at 00:13:539 I'll suggest to use the same rhythm that I suggest at your extra, in this case with a repeat for the 1/12
  2. 00:18:585 (3,4) - and yeah same an extra, idk I think your rhythm will improve alot if you do same here, current one 'feels' kay
  3. 00:21:585 (6,7) - 00:42:039 (1,2) - I usually don't point blankets, but this ones make me sad >< tried adjusting these a little :c
  4. 00:26:425 (1) - shouldn't this start at 00:26:494 - as your extra diff does? idk consistency is cool! yeah this was changed while patching up the thing in extra (pff consistency)
  5. 00:58:403 (3) - shouldn't be a NC here?, according tho : 00:57:312 (1) - 00:57:857 (1) - 00:58:948 (1) - I guess you did use to differentiate the snap or music that's why 00:58:403 (3) - seems inconsistent to me aight did this across Insane->Extra
  6. 01:00:721 pls don't ignore this lol, make the rhythm really weird It doesn't now
  7. 01:01:539 same as above, since I don't see the logic by ignoring strong sounds to map nothing or almost inaudible ones in the tail explained this for the extra
Insane:

  1. 01:00:721 - same as another, I don't see the reason to ignore this tbh
  2. 00:26:425 (1) - same as another as well, this shouldn't start at red tick as your extra diff?? ya did that
  3. 00:41:903 (9) - 01:03:721 (10) - in this diff I found too much circles that doesn't have much relevance with the song, most of them are slider tails or you did even ignore at your higher diffs, so tbh I don't see the reason to bring click actions to them, maybe its just for transition? anyways I think they ruin a bit the song main beats,maybe just me that's why these have little to no emphasize on them at all
Hyper:

  1. 01:00:721 - oh and u did map this one here lol
  2. 00:26:494 and you did started this on red as well xD
  3. 00:09:994 (4,5) - Nazi stack ayy
  4. 00:27:721 (5) - 00:28:812 (10) - - same as what I said in insane at 00:41:903 - this beats just ruin the song main rhythm, idk I think you should recheck this a bit more around this and insane diff, u didn't even map some of them at extra or another did something similar here, they have little to no emphasize on them while I tried emphasizing the following beats either visually or with a rather harsh flow
  5. not much to say pretty linear flow and spacing ~
Hard:

  1. 00:15:857 (9) - missing NC I suppose, since others diffs have one here eeh k
  2. 01:00:721 ya again xD, I really think you should map this, since the sound is so strong xD this one I'm skipping cuz the previous part is already 1/4 into 1/6 so I really just don't want a rather calm section like this to add up to how hard this is anyways, that's why I'm following drums only. Might change if ppl complain more
  3. others seems fine
Advanced:

  1. 01:21:312 (1,2,3) - hardest part at this diff, I think you can easily balance this, by doing a slider instead of 01:21:857 (3,4) - like you did at other parts eeeeh probably a little harder than previous patterns but I use similar things earlier on in the map so I don't think this really stands out a lot
  2. lool sorry for short mod, but I'm not nazi or I don't like to change unnecesary stuff at diffs :o
Normal:

  1. looks fine
Diffs are mostly fine, I dislike the hitnormal usage at some specific places, since finish sounds better to me, anyways GL with this o/
thank you!

I tried explaining myself as well as I could, though some things just ended up being ''felt better..'' or ''I just think'' which I'm sorta unhappy with myself, o wells..
Shohei Ohtani
Man who needs diff spread issues when you just make a shitload of hard diffs

sextra:
00:45:448 (1,2,3,4,5,6) - It's a pretty pattern but why are you saving some of the biggest jumps in the map for an insignificant clap part?
00:52:675 (7) - ok I've been leniant about the jumps so far but this is just way too much

Another:
01:00:721 (2) - Try to avoid having this overlap (2) of the previous combo.

Insane:
00:45:039 (4) - I know some of the overlaps are stylistic but when you have 2 note heads overlapping like this, it just looks messy, and can screw up someone if they accidentally hit (4) first instead of (3). Possibly adjust it so they're not overlapping?
01:28:948 (5) - ^. Overlaps like these gneerally make the map feel more cramped, instead of stylized.

Hyper:
00:51:857 (1) - I know anti-jumps are cool but this isn't really fun to read. Maps should challenge the player, not trick them.

Everything else is fine. This map might benefit a LOT from an easy diff, since Normal can get a bit cluttered on the screen at times, but other than that, it's fine

Sorry for the really shitty mod. I'll give KD Stars as an apology.
FCL
M4M
  • [Advanced]
  1. 00:07:948 (2) - move on 368;20 for better flow
  2. 00:18:039 (1,2,3,4,5,6) - imo, you throughout the entire map is using this rhythm (slider slider circle circle circle circle). Gradually it starts to bore and becomes boring. 00:22:403 (1,2,3,4,5,6) - for example, you can change the rhythm here 00:22:403 (1,2,3,4,5,6) - , 00:31:130 (1,2,3,4,5,6,1,2,3,4,5,6) - etc
  3. 00:57:312 (1,2,3) - I have a feeling that they do not follow a straight line :|

  • [Hard]
  1. fine

  • [Hyper]
  1. AR 7? :о. AR 8 it's fine
  2. 00:07:130 (1,2) - suggest parallel
  3. 00:43:948 (8,1) - distance is too high, given the distance, that you use in this diff
  4. 01:19:130 (1,2) - this reversal is a little strange to me

  • [Insane]
  1. fine

  • [Another]
  1. 00:25:130 (2,3,4,5) - you make a big spacings before stream, which is why it seems that there is 1/4 instead of 1/8

  • [Extra]
  1. 00:25:130 (2,3) - again
  2. 00:45:448 (1,2,3,4,5,6) - there you use the big jumps, but do not use them in other similar moments (00:49:812 (1,2,3) - for example). in fact, I was inattentive. But I think the need is still jumping here 00:49:812 (1,2,3) -

Really good mapset, good luck!
Topic Starter
Peachtrees

Reditum wrote:

Man who needs diff spread issues when you just make a shitload of hard diffs ikr

sextra:
00:45:448 (1,2,3,4,5,6) - It's a pretty pattern but why are you saving some of the biggest jumps in the map for an insignificant clap part? hmmhhm I kinda liked this but since another mod pointed out something similar I replaced this with something a little less jumpy
00:52:675 (7) - ok I've been leniant about the jumps so far but this is just way too much nerfed a little

Another:
01:00:721 (2) - Try to avoid having this overlap (2) of the previous combo. mmmhh I didn't think it was THAT bad but eeh kay

Insane:
00:45:039 (4) - I know some of the overlaps are stylistic but when you have 2 note heads overlapping like this, it just looks messy, and can screw up someone if they accidentally hit (4) first instead of (3). Possibly adjust it so they're not overlapping? uuh uhg overlap is already kinda small and I kinda think that it looks cool in a way so ima keep this for now, sowwy
01:28:948 (5) - ^. Overlaps like these gneerally make the map feel more cramped, instead of stylized. reduced the overlap by alot here, though I will not get rid of it completely

Hyper:
00:51:857 (1) - I know anti-jumps are cool but this isn't really fun to read. Maps should challenge the player, not trick them. mmkay did something

Everything else is fine. This map might benefit a LOT from an easy diff, since Normal can get a bit cluttered on the screen at times, but other than that, it's fine I actually had another 1.6 Diff but was really not that happy about how the rythm looked like when it was dumbed down even more, if this ends up being a problem I guess I'll have to dumb it down again

Sorry for the really shitty mod. I'll give KD Stars as an apology.
thank you for the mod (not shitty btw lol) and the stars ovo

FCL wrote:

M4M
  • [Advanced]
  1. 00:07:948 (2) - move on 368;20 for better flow slight adjustment, not that it makes a huge difference imo
  2. 00:18:039 (1,2,3,4,5,6) - imo, you throughout the entire map is using this rhythm (slider slider circle circle circle circle). Gradually it starts to bore and becomes boring. 00:22:403 (1,2,3,4,5,6) - for example, you can change the rhythm here 00:22:403 (1,2,3,4,5,6) - , 00:31:130 (1,2,3,4,5,6,1,2,3,4,5,6) - etc yeah I guess, that is why I'm using a decent amount of harsh flow, to make stuff less boring. I'm not going to use an unfitting rythm though just for the sake of variety
  3. 00:57:312 (1,2,3) - I have a feeling that they do not follow a straight line :| o ya

  • [Hard]
  1. fine

  • [Hyper]
  1. AR 7? :о. AR 8 it's fine did .5 for now
  2. 00:07:130 (1,2) - suggest parallel uuh eh I geuss
  3. 00:43:948 (8,1) - distance is too high, given the distance, that you use in this diff done intentionally
  4. 01:19:130 (1,2) - this reversal is a little strange to me ^

  • [Insane]
  1. fine

  • [Another]
  1. 00:25:130 (2,3,4,5) - you make a big spacings before stream, which is why it seems that there is 1/4 instead of 1/8 I want this to stand out, using equal or even smaller spacing when compared to other 1/4 stuff would feel even weirder I think

  • [Extra]
  1. 00:25:130 (2,3) - again ^
  2. 00:45:448 (1,2,3,4,5,6) - there you use the big jumps, but do not use them in other similar moments (00:49:812 (1,2,3) - for example). in fact, I was inattentive. But I think the need is still jumping here 00:49:812 (1,2,3) -changed during a previous mod

Really good mapset, good luck!
thank you!

Aihuro wrote:

Hey~ M4M from in-game!
Well, here goes nothing.


Normal:
  1. 00:01:675 (2) - Mm, I suggest you end this slider here: 00:02:085 - It fits better with the music, imo. You can also adda note there, since it's a normal, I'm sure it's rankable. the peak landing on the previous red tick is a lot stronger imo so not catching this in order to map the one landing on the blue tick would be very odd
  2. 00:03:857 (2) - Same here. ^ ; 00:06:039 (2) - ^
  3. 00:07:948 - This rhytem doesn't really feel right. Try something like this instead, add a slider here: 00:07:812 (2) - which ends here: 00:08:153 - It fits better with the music imo. naww current rythm feels fine :/
  4. 01:11:494 (4) - Why not turn this slider so that it looks like this: cause I wanted this to be visibly seperated and this is how I achieved it
  5. 01:22:948 (4) - I suggest you copy and paste this slider: 01:22:403 (3) - to replace with this slider: 01:22:948 (4) - It looks neater imo. It will look something like this: really not going for a blanket here :/
  6. This diff is really good!~ :3


Advance:
  1. 00:03:857 (3) - Same as Normal diff, I suggest you end the slider here: 00:04:198 - ; 00:06:039 (3) - here as well, end it here: 00:06:380 - same comment hereee
  2. 00:07:812 - Add a note here, than place a slider here: 00:07:948 (3) - It will look something like this: feels a little to fast when compared to the rest of my intro, will stick with the current one
    It fits better with the music and fills the gap :3
  3. 00:38:766 (4) - Ctrl+<. It improves the flow~ flow between this and the previous one is pretty much fine already + this messed up the flow between this and the next object
  4. 00:57:857 (3) - Maybe end this slider here instead: 00:58:198 - and also end this slider: 00:58:948 (6) - and end this slider here: 00:59:289 - I might be hearing things though. 0.0 So it's only imo rythm here actually is 1/6 so that's probably what you're hearing, I don't really think that's appropriate to map for an Advanced Diff so I'm instead following the drum hits landing on 1/2
  5. 01:02:221 (2) - Ctrl+< nu >:( >:(
  6. Also very nice diff!~ :3

I will end my mod here~ I hope it was useful :3
Good Luck with this map of yours! :)
thank you! for the mod and the star
Aihuro
Hey~ M4M from in-game!
Well, here goes nothing.


Normal:
  1. 00:01:675 (2) - Mm, I suggest you end this slider here: 00:02:085 - It fits better with the music, imo. You can also adda note there, since it's a normal, I'm sure it's rankable.
  2. 00:03:857 (2) - Same here. ^ ; 00:06:039 (2) -
  3. 00:07:948 - This rhytem doesn't really feel right. Try something like this instead, add a slider here: 00:07:812 (2) - which ends here: 00:08:153 - It fits better with the music imo.
  4. 01:11:494 (4) - Why not turn this slider so that it looks like this:
  5. 01:22:948 (4) - I suggest you copy and paste this slider: 01:22:403 (3) - to replace with this slider: 01:22:948 (4) - It looks neater imo. It will look something like this:
  6. This diff is really good!~ :3


Advance:
  1. 00:03:857 (3) - Same as Normal diff, I suggest you end the slider here: 00:04:198 - ; 00:06:039 (3) - here as well, end it here: 00:06:380 -
  2. 00:07:812 - Add a note here, than place a slider here: 00:07:948 (3) - It will look something like this:
    It fits better with the music and fills the gap :3
  3. 00:38:766 (4) - Ctrl+<. It improves the flow~
  4. 00:57:857 (3) - Maybe end this slider here instead: 00:58:198 - and also end this slider: 00:58:948 (6) - and end this slider here: 00:59:289 - I might be hearing things though. 0.0 So it's only imo
  5. 01:02:221 (2) - Ctrl+<
  6. Also very nice diff!~ :3

I will end my mod here~ I hope it was useful :3
Good Luck with this map of yours! :)
-Visceral-


[General]

Perfect

[Extra]

00:57:857 (1,2,3,4,5,6,1) - This is very difficult to read. I'd recommend swapping the rhythm of that with 00:58:948 (1,2,3,4) for better playability.

01:03:857 (1,2,3,4,5) - Heavily optional but consider the following pattern: http://i.imgur.com/z0xGrkP.jpg . If you go through with this (probably not since the pattern you have is perfectly fine) then adjust the surrounding objects accordingly. You could even blanket 01:04:130 (3) with 01:04:403 (5) instead of stacking it with 01:03:857 (1) if you wish.

01:25:675 (1,1) - I feel these two should be the same shape except mirrored across a vertical axis for better aesthetic look.

[Another]

00:50:630 (10,1) - Not sure if you intended this flow but it plays really awkwardly going up and down a number of times in such a short period. Consider flipping 00:50:766 (1) to keep flow consistent here.

00:52:607 - This beat should be mapped. It's just as strong as the previous three and the next one.

[Insane]

Perfect.

[Hyper]

00:00:585 (1) - I'd suggest having a note before this slider similar to 00:02:630 (8,1) and 00:04:812 (8,1)

[Hard]

Perfect

[Advanced]

Perfect

[Normal]

Perfect
Topic Starter
Peachtrees

Smoothie World wrote:



[General]

Perfect

[Extra]

00:57:857 (1,2,3,4,5,6,1) - This is very difficult to read. I'd recommend swapping the rhythm of that with 00:58:948 (1,2,3,4) for better playability. i have my reasons for keeping this as it is (drumtrack for the first stream is continous and feels more like one piece while the second one is clearly devided into two, hence the seperation)

01:03:857 (1,2,3,4,5) - Heavily optional but consider the following pattern: http://i.imgur.com/z0xGrkP.jpg . If you go through with this (probably not since the pattern you have is perfectly fine) then adjust the surrounding objects accordingly. You could even blanket 01:04:130 (3) with 01:04:403 (5) instead of stacking it with 01:03:857 (1) if you wish. I-I can't tell where 5 goes :c

01:25:675 (1,1) - I feel these two should be the same shape except mirrored across a vertical axis for better aesthetic look. this is a little habit of mine where i avoid having to many red anchors in a row cuz I think it looks rather clunky :/ I made and adjustment here in an attempt to make the overlap look better

[Another]

00:50:630 (10,1) - Not sure if you intended this flow but it plays really awkwardly going up and down a number of times in such a short period. Consider flipping 00:50:766 (1) to keep flow consistent here. no no no no this was NOT supposed to look like this ;_; this was supposed to be ctrl+g'd, not sure what happene I must've missed it thanks for pointing this out

00:52:607 - This beat should be mapped. It's just as strong as the previous three and the next one. ehhhhh I'd like to stay away from strims for a rather 'calm' section like this, though I will say that adding one here (if this turns out to be mandatory) is an easy thing to do and will not be a big bother

[Insane]

Perfect.

[Hyper]

00:00:585 (1) - I'd suggest having a note before this slider similar to 00:02:630 (8,1) and 00:04:812 (8,1) was concerned that this might be 2 hard, I guess not

[Hard]

Perfect

[Advanced]

Perfect

[Normal]

Perfect
thank you!
Kathex
NM-
General
In play, sometimes i dont feel the hits fiting to the song, but all the rest is excellent :D

Hyper
00:08:494 (1) - remove this and place a spinner starting at 00:08:221 -
00:22:948 (2) - all slider like it place 2 tick to front ex :at 00:23:085 (2) - fit better to sound

Another
i realy hated the 00:00:448 (1) - all sliders like this(horrible to play and so small) i suggest triples if u can replace it
00:15:721 (5) - make it end most close to center
00:52:403 (3,4,5) - increase the distance snap of previus 00:52:266 (2) -
00:30:448 (6) - slider here and remove 00:30:585 (7) -
00:55:948 - all sounds like this i recomend u place on the center of the slider back(reverse slider)

Extra
00:00:585 (1) - no nc needed, fix to center the slider curve or another type of curve for this first slider
00:02:630 (8) - nc here
00:02:766 (1) - remove nc
00:06:448 (7,8) - ok u are trying to keep the followpoint line, but i think in playing, without the followpoint is more nice
00:26:494 (1) - make waves in this slider> ctrl + G and increase the distance snap
00:31:130 (1,2,3) - try to make like 00:32:221 (1,2,3,4) - with only circles
00:37:403 (4,5) - this rytm without song is very strange remove it and try to increase 00:37:130 (3) - finishing at 00:37:539
01:04:948 (1) - ending at 01:05:153 and adding a hit at 01:05:221 - looks more good
01:09:312 (1) - finish at 01:09:448
01:13:675 (1) - same ^^01:04:948 (1)
01:14:766 (1) - hit circle here 01:14:903 (2) - move the slider to here and remove 01:15:039 (2) - and add circle 01:15:175 -

Good luck :D
Topic Starter
Peachtrees

suricate1 wrote:

NM-
General
In play, sometimes i dont feel the hits fiting to the song, but all the rest is excellent :D uuhh thank you?

Hyper
00:08:494 (1) - remove this and place a spinner starting at 00:08:221 - eh I'd rather go with the slider for now tbh
00:22:948 (2) - all slider like it place 2 tick to front ex :at 00:23:085 (2) - fit better to sound nop skipping blue ticks on purpose here

Another
i realy hated the 00:00:448 (1) - all sliders like this(horrible to play and so small) i suggest triples if u can replace it that is just what the song provides, 1/12 triplets are not going to be any easier. If there is a more elegant way to go about this I'll do it but 1/12 no no no
00:15:721 (5) - make it end most close to center no reason to imo when this has the most interesting flow
00:52:403 (3,4,5) - increase the distance snap of previus 00:52:266 (2) - mhh eh I get your point, though I kinda wanted this to be close because I think keeping things close to each other can be intense to especially in a very faced paced Diff and that is exactly what I wanted to achieve, will conisder though
00:30:448 (6) - slider here and remove 00:30:585 (7) - no reason to imo
00:55:948 - all sounds like this i recomend u place on the center of the slider back(reverse slider) uuh why though ;_;

Extra
00:00:585 (1) - no nc needed, fix to center the slider curve or another type of curve for this first slider NCing for consistency
00:02:630 (8) - nc here no
00:02:766 (1) - remove nc ^
00:06:448 (7,8) - ok u are trying to keep the followpoint line, but i think in playing, without the followpoint is more nice I am not actively trying to keep the follow points lol this is just how it looks like with the NCs in place, it looks just like all the other patterns before
00:26:494 (1) - make waves in this slider> ctrl + G and increase the distance snap uuh no for the ctrl+g, I want this to be more intense and stand out, don't want this to be easy. made a slight adjustment to who this was placed though
00:31:130 (1,2,3) - try to make like 00:32:221 (1,2,3,4) - with only circles no reason for doing that
00:37:403 (4,5) - this rytm without song is very strange remove it and try to increase 00:37:130 (3) - finishing at 00:37:539 very audible drums landing on this
01:04:948 (1) - ending at 01:05:153 and adding a hit at 01:05:221 - looks more good eeeh yeah that works and I've been doing that previously, having this clickable is not a must though and so I try using different rythm from time to time when they're available to keep things from getting boring while playing
01:09:312 (1) - finish at 01:09:448 nop no sounds (or nothing that is actually audible without slowing down and paying a lot of attention) on this, so extending works
01:13:675 (1) - same ^^01:04:948 (1) ^^
01:14:766 (1) - hit circle here 01:14:903 (2) - move the slider to here and remove 01:15:039 (2) - and add circle 01:15:175 - uuh current rythm works well c:

Good luck :D
thank you!
pkk
From my m4m queue, just some stuff before you get the bubble

General
  1. offset +11

Another
  1. 00:21:857 (7) - move right 3 units for a nicer blanket

Extra
  1. 00:01:266 (3,4) - for some reason I had a hard time reading this as I thought it was 1/8 because of the close spacing (it was easier to read at 00:03:448 (3,4) - due to the increased spacing). It also felt unnatural to me since there was a strong guitar sound at 00:01:675 (4) - and I expected higher spacing. Consider moving the circle elsewhere for more emphasis/improved readability
  2. 00:15:721 (6) - I recommend adding a finish on the last repeat to match the music
  3. 00:18:039 - to 00:24:585 - / 00:52:948 - to 00:57:857 - consider adding drum samplesets to every second and fourth beat in this section to match the kick/beat sound in the music. If you do, don't forget to change additions for whistle
  4. 00:34:403 (1,2,3) - nice
  5. 00:51:585 - consider raising the volume here since the sounds are louder here in the music than at 00:51:039 (2,3) -
  6. 00:56:766 (3) - it might look nicer if you move 00:56:766 (3) - to x 446 y 183 so that the space between each of the objects 00:56:221 (1,2,3) - is visually similar

    cooool map, looks pretty solid.

sorry for the short mod, your map is pretty good imo 8-)

Have fun mapping!
Topic Starter
Peachtrees
hi hi

did the blanket in another

moved the circle in the Extra to make a triangle here to make it very obvious that this was in fact 1/4

also added the finish and moved the slider a little

the drum stuff I didn't do because I really like how the Normal sampleset shift all the emphasize to the clickable stuff, that's exactly what I want

will have BN check timing again and then adjust accordingly

thank you!
Lumael
Hey, I was randomly checking my maps and this called my attention, so I decided to see the thread and I saw this

Peachtrees wrote:

hi hi

did the blanket in another

moved the circle in the Extra to make a triangle here to make it very obvious that this was in fact 1/4

also added the finish and moved the slider a little

the drum stuff I didn't do because I really like how the Normal sampleset shift all the emphasize to the clickable stuff, that's exactly what I want

will have BN check timing again and then adjust accordingly

thank you!
Try offset 533 it worked the best for me

no kds please


bakabakabaka old mp3
Mekki

Lumael wrote:

Hey, I was randomly checking my maps and this called my attention, so I decided to see the thread and I saw this

Peachtrees wrote:

hi hi

did the blanket in another

moved the circle in the Extra to make a triangle here to make it very obvious that this was in fact 1/4

also added the finish and moved the slider a little

the drum stuff I didn't do because I really like how the Normal sampleset shift all the emphasize to the clickable stuff, that's exactly what I want

will have BN check timing again and then adjust accordingly

thank you!
Try offset 533 it worked the best for me

no kds please
No! 533 feels to early (he was with old mp3 lol), i actually think that 585 is fine, since 533 it's too early, and 596 (like pkk said) it's too late.
Topic Starter
Peachtrees
to clear up confusion: went with 590
Yuii-
We literally changed everything (the offset as well).

no kds 'cause you gave me some few days ago
Mekki
gogogog for rank, peach c:
Yuii-
Nobody bubble/qualify, please. We're discussing some things with the mappers, wait for my bubble, no ninja pleaserino.
A Mystery
Hello! From my queue

General

  1. Looking good! Osu! needs more celldweller :)
  2. offset -10 or something? I think it sounds really late
Extra

00:00:408 (1) - 00:02:590 (8) - 00:04:771 (8) - 00:06:953 (8) - This really left me confused. 1/12 is correct, however it starts one tick later. The reason why i'm confused is because you mapped it correctly at these spots 00:11:362 (7) - 00:46:271 (7) - AND in the other difficulties , and there is no difference in the song itself. In case you don't believe me, try to play the song at 25% speed. You will hear that the first slider-hitsound lands on nothing, and that if you were to count the amount of guitar notes - which is 4, one on the downbeat, you currently have 5 - it wouldn't make sense either to start the return sliders where you let them start atm. In musical terms: the guitar plays a double octave chord separately which is 4 notes
00:18:590 (3,8) - Is there a reason for the inconsistency between the use of the drum whistle? Sometimes you use the drum sampleset, and sometimes the drum additions. There are more spots like these
00:47:635 (1,2,3) - Position like this or similar? I think the jump is a little overkill for this blue tick which doesn't really have a strong sound
00:49:817 (1) - Just a suggestion, I think it would play and look better if this slider was positioned like this
00:58:226 (5,6,1) - 00:59:317 (3,4,1) - I think this plays like shit (uhm no offense towards you I just don't like these things in general :( ) and are unnecessary combo-breakers, but your choice
01:21:726 (3) - Make a custom stack beneath 01:21:180 (7) - (like this) instead? I think it will play more nicely and it's more readable
01:28:408 (3,4) - This spacing is larger than 01:28:680 (5,6) - but 01:28:817 (6) - is kinda special so switch the spacing a little (example)
01:30:999 (6) - I think it's safer to assume this is 1/12 instead of 1/8 because it's hard to hear, and it would make a lot more sense because 00:15:726 (6,7) - is the same, no?

Another

00:50:226 (7,8,9,10) - I found this really confusing when playing, consider moving 00:50:635 (10,1) - further down
01:30:999 (6) - Same as the Extra

Insane

01:30:999 (5) - gdsgdsgds Same for Hyper as well

Advanced

00:01:680 (3) - I don't think you should ignore this blue tick, because that's where the sound stops for a moment, and it's more important than the red tick. Adding a circle or making the slider longer will sound a lot better. Same to similar patterns
00:07:953 (2) - This can be a 1/4 slider in case you apply the suggestion above

Normal

00:01:680 (2) - Same as advanced. Extending the slider might be a better idea in this normal

Easy

00:00:590 (1) - You know what I'm going to say here
01:30:044 (1,2) - Use the same pattern as in the normal diff? I think it sounds a lot better, and it shouldn't be too hard either.

Really nice, good luck!
Topic Starter
Peachtrees

A Mystery wrote:

Hello! From my queue

General

  1. Looking good! Osu! needs more celldweller :)
  2. offset -10 or something? I think it sounds really late
will disucss with Yuii

Extra

00:00:408 (1) - 00:02:590 (8) - 00:04:771 (8) - 00:06:953 (8) - This really left me confused. 1/12 is correct, however it starts one tick later. The reason why i'm confused is because you mapped it correctly at these spots 00:11:362 (7) - 00:46:271 (7) - AND in the other difficulties , and there is no difference in the song itself. In case you don't believe me, try to play the song at 25% speed. You will hear that the first slider-hitsound lands on nothing, and that if you were to count the amount of guitar notes - which is 4, one on the downbeat, you currently have 5 - it wouldn't make sense either to start the return sliders where you let them start atm. In musical terms: the guitar plays a double octave chord separately which is 4 notes idk what happened here I was not sober while mapping this
00:18:590 (3,8) - Is there a reason for the inconsistency between the use of the drum whistle? Sometimes you use the drum sampleset, and sometimes the drum additions. There are more spots like these let me explain myself here a little: uuhhh (on a more serious not I fixed this one and another one that I found later on in this section
00:47:635 (1,2,3) - Position like this or similar? I think the jump is a little overkill for this blue tick which doesn't really have a strong sound I have similiar/bigger jumps for similar stuff in the map so it shouldnt be a big bother imo
00:49:817 (1) - Just a suggestion, I think it would play and look better if this slider was positioned like this did something about this, wasnt a big fan of how this looked
00:58:226 (5,6,1) - 00:59:317 (3,4,1) - I think this plays like shit (uhm no offense towards you I just don't like these things in general :( ) and are unnecessary combo-breakers, but your choice I can't begin to describe how incredibly offended I am
01:21:726 (3) - Make a custom stack beneath 01:21:180 (7) - (like this) instead? I think it will play more nicely and it's more readable found a nice way of solving this stacking stuff
01:28:408 (3,4) - This spacing is larger than 01:28:680 (5,6) - but 01:28:817 (6) - is kinda special so switch the spacing a little eeh well I have the same sound on the tail for the next pattern cuz I don't thing it needs alot of attention so doing it for this one would be weird(example)
01:30:999 (6) - I think it's safer to assume this is 1/12 instead of 1/8 because it's hard to hear, and it would make a lot more sense because 00:15:726 (6,7) - is the same, no? fair enough

Another

00:50:226 (7,8,9,10) - I found this really confusing when playing, consider moving 00:50:635 (10,1) - further down don't want this jump to be a whole lot bigger tbh + I REALLY REALLY like how this looks and think it's the cleanest and visually appleaing solution here :/
01:30:999 (6) - Same as the Extra changed this for all the diffs if needed so not going to comment on all of them

Insane

01:30:999 (5) - gdsgdsgds Same for Hyper as well

Advanced

00:01:680 (3) - I don't think you should ignore this blue tick, because that's where the sound stops for a moment, and it's more important than the red tick. Adding a circle or making the slider longer will sound a lot better. Same to similar patterns had someone point this out before, BUT i still think that this is not true, red tick here just feels way strong and just skipping over that feels a lot worse than leaving out the blue tick. This obv, applies too all of the Diffs
00:07:953 (2) - This can be a 1/4 slider in case you apply the suggestion above

Normal

00:01:680 (2) - Same as advanced. Extending the slider might be a better idea in this normal

Easy

00:00:590 (1) - You know what I'm going to say here
01:30:044 (1,2) - Use the same pattern as in the normal diff? I think it sounds a lot better, and it shouldn't be too hard either. uuh yeah I guess

Really nice, good luck!
Thank you!
Myxo
I wanna qualify this masterpiece when it's bubbled if you don't mind
If there is nobody else waiting for it already
Myxo
[Extra]

00:45:450 (1,2,3,4,5,6,7) - This pattern played a bit weird to me. After 00:45:450 (1,2,3,4) - I expected (6) to be down there with (2) and (4) as well (like a back-and-forth jump pattern that always returns to the almost same location). I am not sure if it would be good to move (6) down there as the spacing will be huge

[Another]

There is a huge inconsistency here with the jumps. In the first section 00:18:041 (1,2,3) - 00:19:132 (5,6,7) - 00:20:223 (1,2,3) - 00:21:314 (5,6,7) - etc the 1/8-jumps are quite big and later in the similar section they are small 00:52:950 (1,2,3) - 00:54:041 (6,7,8) - 00:55:132 (1,2,3) - 00:56:223 (5,6,7) - etc. Please fix that, I'd recommend you using some jumps in the later section too.
Topic Starter
Peachtrees
I did move 6 to where 2 and 4 are located, I don't feel like the jump this creates stands out against some of the other jumps in the Diff especially since keeping the whole back-n-forth movement going is very intuitive

about the Another stuff, ima try to explain myself before changing this up:

So the first section is right before the kiai and it just really feels as though the song is starting to pick up in tempo here, it's t he first section of the song that really feels like it has a lot of power to it, so wanted this to feel more fast paced and exciting to convey that to the player, to have the section be exciting and full of tempo. The second section, while technically being the same, does not serve the same purpose to me. It's right after the kiai and definitely not as powerful as the kiai + it's leading into a rather calm section of the song, hence I wanted this to be tamer because I wanted this to be considerably more relaxed and easy to play so that the whole map has some sense of progression to it (not hard and fast paced throughout the whole thing) cause I feel like taking excitement and tempo away from a section can help emphasize what's strong in the song (kiais in this case)

I don't know if any of that made sense or if that was convincing AT ALL, I just wanted to try and convey my reasoning behind the whole thing before changing it up

if you still feel like this NEEDS to be fixed I'll have to re-work this section, though I right now don't feel like that is 100% neccessary as consistency was not what I was going for

tk it ezzzz~~~
Yuii-
Alright, after changing some things on Another and Extra with Despe...
All yours, bud!
Myxo
Don't worry about the Another
Be happy Peachtree
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