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Sonic Highspeed Omega ( S.H.O ) - Shoot Through the Galaxy,

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Topic Starter
jeanbernard8865
This beatmap was submitted using in-game submission on dimanche 27 novembre 2016 at 16:50:40

Artist: Sonic Highspeed Omega ( S.H.O )
Title: Shoot Through the Galaxy, Final Master Spark !
Source: 東方Project
Tags: marisa kirisame sho touhou speed metal instrumental
BPM: 205
Filesize: 5516kb
Play Time: 05:32
Difficulties Available:
  1. Colourful Annihilation ( remap ) (7,69 stars, 1817 notes)
Download: Sonic Highspeed Omega ( S.H.O ) - Shoot Through the Galaxy, Final Master Spark !
Information: Scores/Beatmap Listing
---------------

I DIDNT WANT TO REVIVE THIS ONE FUCK
ByeForNow
Hello~ BPM and Offset check from me! Halp is here~

BPM [ ]
Offset [ X ] Wrong offset
Snapping [ X ] Kiai unsapped

You were close on getting the right offset! However, the offset should be 8300. Tested with Ctrl and playing.
I can't play standard haha... Check with someone, poke me if it's still off after edit.


Remember to have ' Move already placed notes when changing the offset/BPM ' checked before changing the Timing!
Then have objects and Kiai snapped (If any), check with AiMod Alt+Shift+A.

Good luck~!
Topic Starter
jeanbernard8865
Oooo I didn't expect such a quick response

I played it several times and nothing seemed off anymore, thanksu \OwO/

Have a kudo for your effort ~
jossieP
#TimingHelp


Code
[TimingPoints]
134,292.682926829268,4,1,0,30,1,0
18856,292.682926829268,4,1,0,30,1,0
18876,-100,4,1,0,60,0,0
80299,-200,4,1,0,60,0,0
87909,-100,4,1,0,80,0,1
104299,-100,4,1,0,60,0,0
122739,-200,4,1,0,60,0,0
132397,-100,4,1,0,80,0,1
148787,-133.333333333333,4,1,0,60,0,0
186255,292.682926829268,4,1,0,60,1,0
204993,292.682926829268,4,1,0,60,1,0
208535,-100,4,1,0,60,0,0
227226,-100,4,1,0,60,0,1
245958,-100,4,1,0,60,0,0
245973,292.682926829268,4,1,0,60,1,0
283456,292.682926829268,4,1,0,60,1,0
297470,-100,4,1,0,100,0,1
297479,292.682926829268,4,1,0,100,1,1
311545,292.682926829268,4,1,0,100,1,1
332007,-100,4,1,0,100,0,0

My ears :(
Topic Starter
jeanbernard8865

jossieP wrote:

#TimingHelp


Code
[TimingPoints]
134,292.682926829268,4,1,0,30,1,0
18856,292.682926829268,4,1,0,30,1,0
18876,-100,4,1,0,60,0,0
80299,-200,4,1,0,60,0,0
87909,-100,4,1,0,80,0,1
104299,-100,4,1,0,60,0,0
122739,-200,4,1,0,60,0,0
132397,-100,4,1,0,80,0,1
148787,-133.333333333333,4,1,0,60,0,0
186255,292.682926829268,4,1,0,60,1,0
204993,292.682926829268,4,1,0,60,1,0
208535,-100,4,1,0,60,0,0
227226,-100,4,1,0,60,0,1
245958,-100,4,1,0,60,0,0
245973,292.682926829268,4,1,0,60,1,0
283456,292.682926829268,4,1,0,60,1,0
297470,-100,4,1,0,100,0,1
297479,292.682926829268,4,1,0,100,1,1
311545,292.682926829268,4,1,0,100,1,1
332007,-100,4,1,0,100,0,0

My ears :(
Whoops, I totally forgot to say that I had already received help from the timing topic... sorry ;w;

Wish I could give you double the kudos to make up for losing your time

Edit : oh ok I thought it was just me being stupid... oh god now I feel even worse .w.

I tested both and didn't feel much difference, gonna keep both offsets and test once the map is entirely done
jossieP
The previous timing was wrong, that is why I posted
MokouSmoke
hi hi, beginner mod as requested
woah, SHO good stuff
[General]
  1. it's fine to put in background since everybody dims their background anyways lol. you should also add some custom combo colors to match whatever you plan to use
  2. try adding some more hitsounds to compliment the song
[Faster Sliders]
Rhythm:
  1. Downbeats (big white ticks) are typically important beats in the song and should have a clickable object to represent them, especially if a strong sound from the music falls on this beat. Along those lines, if you have no idea when to add new combos (NCs), a simple way is to add a NC every downbeat or every 2 downbeats.

    1. this point is particularly true in your map. You started off pretty well, but I think the timing change confused you. 00:18:856 (8) - 00:20:026 - 00:21:197 - 00:22:367 (6) - etc...all important downbeats that line up with vocal and guitar, so make them clickable and move the NCs on them.
  2. If you're following the drums/vocal/instrument in your song, don't just suddenly switch to mapping a different part of the song unless you have a strong reason to. Otherwise, you will confuse new players. Examples:

    1. up to 00:18:856 - the only major instrument is the guitar, and if you listen to it, the beat is patterned like 12312312 where 1 is the downbeat. All the "1" beats are strong because that is where the guitar is loudest, so the map should have clickable objects on all those beats (00:13:451 - 00:14:621 - 00:15:792 - )
    2. other spots that follow this rhythm and should be clickable: 00:33:343 - 00:34:514 -
    3. 00:49:294 (1,2) - 3/4 gaps aren't very nice to play. there's a pretty strong snare drum sound on 00:49:441 - and the sound on the blue tick is super faint, so put a note on that red tick. triplets work best here imo and are fun to play. apply to similar patterns
    4. 00:59:538 - to 01:43:734 - well you follow the guitar here pretty well (aside from the downbeats), but the thing is there are so many 1/1 gaps or bigger in the song that really kill the momentum in the song. A simple thing you can do is if there is no guitar, try following something else like drums, so the way you follow the song would be guitar > drums > nothing.
    5. for example, 01:04:806 (2) - 01:05:391 (3) - can make these into 1/2 sliders
    6. 01:08:758 - to 01:09:197 (1) - I hear drum sounds on every 1/4 tick here, so it would be a nice place to add a 7-note stream or stack here to fill in space. Also helps to emphasize downbeat, since typically last note in a stream feels strong to play. http://puu.sh/p01na/a9fb87ca77.jpg
    7. 03:28:505 - to 03:40:212 (23) - some of those 1/4s in this section sound overmapped and arent supported by song imo
    8. 03:40:505 - 03:51:919 - I'm guessing it's just WIP, but these breaks really need to be mapped out lol
Flow:
  1. Especially for lower diffs, you want to use nice flow. Maps that have nice flow feel smooth to play and reduce the number of jerky movements that a player has to make in between notes. Good flow allows players to also predict where the next note will be based on the shape/direction of the previous sliders/note. Some nice guides to flow can be found here and here.

    1. for a jump map like this, flow can be a little subjective, but in general, sharp angles or "bad" flow should be used to emphasize strong beats.
    2. 00:36:123 (7,8,9,10) - 00:36:416 (9) - is the strong downbeat here, so the flow should change here to put "pressure" on the note. http://puu.sh/p00C3/1f587dd252.jpg
Spacing:
  1. Proper spacing is very important in maps. For lower diffs, consistent spacing helps newer players develop a relationship between time and distance between notes. See this for a longer explanation. For normal and easy diffs, it is highly recommended (almost an ironclad rule nowadays) that you keep distance snapping (DS) on for the entire map for the reason stated above.
  2. For harder diffs, spacing is a key component in dictating how intense certain notes feel. In general, notes that land on strong beats (remember downbeats?) should have a larger spacing from the previous note so that it feels more emphasized and matches with intensity of the music

    1. Pretty good. I could get picky about some spacings, but since this is beginner mod I won't. Just one thing to point out: for some of the jump patterns, make sure that stronger sounds receive bigger spacing than weaker sounds. One examples is 02:27:343 (3,1) - spacing way too small for such a strong sound. try moving 02:27:490 (1,2,3,4,5,6,7,8,9,10,11) - to [288,336] for better spacing and nice rectangle pattern as well.
Aesthetics:
  1. People like pretty maps, so make your maps pretty!
  2. Blankets and how to improve them: A blanket is a type of visual pattern that can help make your sliders look neat. Please refer to this guide for help on how to make good blankets. I have found the simplest way is to look at the approach circle of the object you're blanketing and check to see if it lines up perfectly with the inner border of the slider you're using to blanket. Be careful when you're using blankets though, as sometimes a good blanket can lead to bad flow (see above).
  3. Patterns and symmetry: pretty self-explanatory. Humans are drawn to patterns and symmetry, so try incorporating these into your map! A few good shortcuts to know when you're trying to improve your visuals:
    1. ctrl+c/v -> copy/paste
    2. ctrl+g -> reverse selection
    3. ctrl+h/j -> flip horizontally/vertically
    4. ctrl+shift+d -> create polygon
  4. Looks like you kinda already understand this. Just keep polishing up your patterns and make sure that they fit with the song in terms of spacing and flow.
Hope that helps and good luck~
Ayyri
Woah, someone is mapping some good music here.
Topic Starter
jeanbernard8865

MokouSmoke wrote:

hi hi, beginner mod as requested
woah, SHO good stuff

[General]
  1. it's fine to put in background since everybody dims their background anyways lol. you should also add some custom combo colors to match whatever you plan to use - tried to change colours but the game doesn’t give a shit, well I’ll see afterwards
  2. try adding some more hitsounds to compliment the song - I plan to hitsound the map when everything is finished
[Faster Sliders]
Rhythm:
  1. Downbeats (big white ticks) are typically important beats in the song and should have a clickable object to represent them, especially if a strong sound from the music falls on this beat. Along those lines, if you have no idea when to add new combos (NCs), a simple way is to add a NC every downbeat or every 2 downbeats.

    1. this point is particularly true in your map. You started off pretty well, but I think the timing change confused you. 00:18:856 (8) - 00:20:026 - 00:21:197 - 00:22:367 (6) - etc...all important downbeats that line up with vocal and guitar, so make them clickable and move the NCs on them. - Fixed except for 1:29:099 - 1:31:441 - etc - 02:49:880 cause there’s no sound that needs a clickable and 01:34:952 (9) - 02:01:879 (2) - 02:27:636 (3) - cause it would make no sense considering the pattern they’re in
  2. If you're following the drums/vocal/instrument in your song, don't just suddenly switch to mapping a different part of the song unless you have a strong reason to. Otherwise, you will confuse new players. Examples:

    1. up to 00:18:856 - the only major instrument is the guitar, and if you listen to it, the beat is patterned like 12312312 where 1 is the downbeat. All the "1" beats are strong because that is where the guitar is loudest, so the map should have clickable objects on all those beats (00:13:451 - 00:14:621 - 00:15:792 ) - Fixed
    2. other spots that follow this rhythm and should be clickable: 00:33:343 - 00:34:514 - Fixed
    3. 00:49:294 (1,2) - 3/4 gaps aren't very nice to play. there's a pretty strong snare drum sound on 00:49:441 - and the sound on the blue tick is super faint, so put a note on that red tick. triplets work best here imo and are fun to play. apply to similar patterns - Fixed
    4. 00:59:538 - to 01:43:734 - well you follow the guitar here pretty well (aside from the downbeats), but the thing is there are so many 1/1 gaps or bigger in the song that really kill the momentum in the song. A simple thing you can do is if there is no guitar, try following something else like drums, so the way you follow the song would be guitar > drums > nothing. - Fixed
    5. for example, 01:04:806 (2) - 01:05:391 (3) - can make these into 1/2 sliders - Fixed
    6. 01:08:758 - to 01:09:197 (1) - I hear drum sounds on every 1/4 tick here, so it would be a nice place to add a 7-note stream or stack here to fill in space. Also helps to emphasize downbeat, since typically last note in a stream feels strong to play. http://puu.sh/p01na/a9fb87ca77.jpg - Fixed
    7. 03:28:505 - to 03:40:212 (23) - some of those 1/4s in this section sound overmapped and arent supported by song imo
    8. 03:40:505 - 03:51:919 - I'm guessing it's just WIP, but these breaks really need to be mapped out lol - Don’t worry, they will ^w^
Flow:
  1. Especially for lower diffs, you want to use nice flow. Maps that have nice flow feel smooth to play and reduce the number of jerky movements that a player has to make in between notes. Good flow allows players to also predict where the next note will be based on the shape/direction of the previous sliders/note. Some nice guides to flow can be found here and here.

    1. for a jump map like this, flow can be a little subjective, but in general, sharp angles or "bad" flow should be used to emphasize strong beats. - Fixed ( kinda )
    2. 00:36:123 (7,8,9,10) - 00:36:416 (9) - is the strong downbeat here, so the flow should change here to put "pressure" on the note. http://puu.sh/p00C3/1f587dd252.jpg - Fixed
Spacing:
  1. Proper spacing is very important in maps. For lower diffs, consistent spacing helps newer players develop a relationship between time and distance between notes. See this for a longer explanation. For normal and easy diffs, it is highly recommended (almost an ironclad rule nowadays) that you keep distance snapping (DS) on for the entire map for the reason stated above.
  2. For harder diffs, spacing is a key component in dictating how intense certain notes feel. In general, notes that land on strong beats (remember downbeats?) should have a larger spacing from the previous note so that it feels more emphasized and matches with intensity of the music

    1. Pretty good. I could get picky about some spacings, but since this is beginner mod I won't. Just one thing to point out: for some of the jump patterns, make sure that stronger sounds receive bigger spacing than weaker sounds. One examples is 02:27:343 (3,1) - spacing way too small for such a strong sound. try moving 02:27:490 (1,2,3,4,5,6,7,8,9,10,11) - to [288,336] for better spacing and nice rectangle pattern as well. - Fixed
Aesthetics:
  1. People like pretty maps, so make your maps pretty!
  2. Blankets and how to improve them: A blanket is a type of visual pattern that can help make your sliders look neat. Please refer to this guide for help on how to make good blankets. I have found the simplest way is to look at the approach circle of the object you're blanketing and check to see if it lines up perfectly with the inner border of the slider you're using to blanket. Be careful when you're using blankets though, as sometimes a good blanket can lead to bad flow (see above).
  3. Patterns and symmetry: pretty self-explanatory. Humans are drawn to patterns and symmetry, so try incorporating these into your map! A few good shortcuts to know when you're trying to improve your visuals:
    1. ctrl+c/v -> copy/paste
    2. ctrl+g -> reverse selection
    3. ctrl+h/j -> flip horizontally/vertically
    4. ctrl+shift+d -> create polygon
  4. Looks like you kinda already understand this. Just keep polishing up your patterns and make sure that they fit with the song in terms of spacing and flow. - I will. I’m still very new at mapping so this map will change a lot
Hope that helps and good luck~ - Thanks and thanks for the mod :3

Ayyri wrote:

Woah, someone is mapping some good music here.
ikr ?

SHO rocks
Start

Remilia_CO wrote:

Extra
  1. hmmm, I'm not good enough to teach people how to place sliders or notes, so I will mainly just talking about rhythm problems. And, this map's patterns make me feels random and unorganized.
  2. such as 00:11:840 (1) - not overlapping with 00:11:548 (6) - is really killing OCD.
  3. 00:13:011 (1) - heavy sounds 00:13:012 - and 00:13:304 - but you make these two clicks 00:13:011 (1,2)
  4. 00:13:451 (3,4) - same
  5. 00:16:962 (4,5) - same
  6. 00:18:865 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,5) - so I just randomly selected items in 3 seconds, and you can see, they are all focus in a small area and cannot be seen as any ordered stuff.
  7. 00:34:221 (2) - sliders here usually be seen as a emphasize of strong beats, but you used it at a weak beat.
  8. 00:49:514 - No noticeable sound here, so I don't suggest to make a click here
  9. 00:50:685 - same
  10. 00:51:196 (6,7) - and totally can't infer the rhythm behind. following the rhythm of music, don't create rhythm.
  11. 00:52:807 (1,2,3) - same
  12. 01:20:319 (1,2,3) - suddenly slowdown the SV to that slow doesn't really fit the music.
  13. 01:49:295 - feels more odd when no click in here rather than in 01:49:148 - here
  14. Needs more work in patterns and placings. There are some problems which are same type with what I just said I didn't list them out.

Good luck on your next mapping, I might give some help (Not much, I'm not a good mapper)XD
Topic Starter
jeanbernard8865

Remilia_CO wrote:

Extra
  1. hmmm, I'm not good enough to teach people how to place sliders or notes, so I will mainly just talking about rhythm problems. And, this map's patterns make me feels random and unorganized.
  2. such as 00:11:840 (1) - not overlapping with 00:11:548 (6) - is really killing OCD. - Fixed
  3. 00:13:011 (1) - heavy sounds 00:13:012 - and 00:13:304 - but you make these two clicks 00:13:011 (1,2) - Fixed
  4. 00:13:451 (3,4) - same - Fixed
  5. 00:16:962 (4,5) - same - Fixed
  6. 00:18:865 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,5) - so I just randomly selected items in 3 seconds, and you can see, they are all focus in a small area and cannot be seen as any ordered stuff. - Fixed
  7. 00:34:221 (2) - sliders here usually be seen as a emphasize of strong beats, but you used it at a weak beat. - Fixed
  8. 00:49:514 - No noticeable sound here, so I don't suggest to make a click here - Fixed
  9. 00:50:685 - same - Fixed
  10. 00:51:196 (6,7) - and totally can't infer the rhythm behind. following the rhythm of music, don't create rhythm. - Fixed
  11. 00:52:807 (1,2,3) - same - Fixed
  12. 01:20:319 (1,2,3) - suddenly slowdown the SV to that slow doesn't really fit the music. - Fixed
  13. 01:49:295 - feels more odd when no click in here rather than in 01:49:148 - here - Fixed
  14. Needs more work in patterns and placings. There are some problems which are same type with what I just said I didn't list them out. - Fixed I guess

Good luck on your next mapping, I might give some help (Not much, I'm not a good mapper)XD Thanks and thanks for the mod :3
Chanyah
Lazy modder from mod req so this will be short :D


00:52:807 (1,2,3) - I can't see 00:53:026 (2) - and i'm not sure but I don't think this is rankable so I advise changing for sure

01:50:904 (6,7) - 01:51:050 (7) - is a bit too far from 01:50:904 (6) - to me atleast. try making it closer.

02:13:733 (1,2) - similar to above. 02:13:879 (2) - is just too far to me

03:38:602 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - move the stream like this http://imgur.com/t9g3SEc since it hard to see 03:38:602 (1) - under this 03:37:871 (1) -

05:05:820 (1,2) - I don't really like how this is place tbh as it seem a bit too unexpected to me.

That all I can truly find after looking at this map so hope this was of any help
Topic Starter
jeanbernard8865

DJ Lucky wrote:

Lazy modder from mod req so this will be short :D


00:52:807 (1,2,3) - I can't see 00:53:026 (2) - and i'm not sure but I don't think this is rankable so I advise changing for sure - Fixed

01:50:904 (6,7) - 01:51:050 (7) - is a bit too far from 01:50:904 (6) - to me atleast. try making it closer. - Fixed

02:13:733 (1,2) - similar to above. 02:13:879 (2) - is just too far to me - Fixed

03:38:602 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - move the stream like this http://imgur.com/t9g3SEc since it hard to see 03:38:602 (1) - under this 03:37:871 (1) - Fixed

05:05:820 (1,2) - I don't really like how this is place tbh as it seem a bit too unexpected to me. - Fixed

That all I can truly find after looking at this map so hope this was of any help - It helped, thanks for the mod :3
Akali
m4m

General

Had some doubts about sliderend muted with a blank hs but apparently it's ok

mp3 name doe, not sure about explicit filenames, better change now

AR10 is too much would use 9,8 max. Up the OD to 9


finales funkeln

00:13:451 (2,3) - meh overlap/touching, just blanket 00:13:890 (3) - around (2) end and stack on (1)

00:14:621 (2) - meh, just keep using simple shapes

00:15:353 (1,3) - put 3 a bit away

00:16:963 (2) - again, weak design of this

00:17:694 (1,2,3) - could map it using more of 1/2 rhythm to better and smoother transition into next part

00:39:929 - map this section, break here is extremely anticlimactic and there is no need for rest time anyway

00:49:295 (1,1) - would just do 2*1/4 after 1/2 slider, fits the song better, 3/4 is unnecessary, it appears later too not going to mention unless it's different situation in music

00:51:343 (5,6,1) - your overlaps are somehow regular but this is not pretty at all and looks really random, rearrange

00:52:807 (1,4) - same here

01:00:416 - this note is too important too skip (it's the main theme right)

01:01:587 - same with 1/4s here

01:02:758 -

01:03:929 - kickslider jumps would fit this best

01:04:953 (3) - same like before, + slider is super weird

01:06:270 - etc, basically whole section should focus on the lead melody

01:09:124 - part of the drum roll that's mapped with doubles, so probably should do double + triple

01:19:002 - sort of ok to leave out, however rhythm guitar is still dense so I personally would just fill these gaps with 1/2s, but up to you

01:19:734 (1,2) - overlap

01:27:343 (1,2,3,4,5,6,7,8,1) - accents are every second or every fourth note not every 3rd, so this zigzag doesn't fit in my book, however technically fine

01:33:636 (7,1,1,2) - rhythm for these doubles is very feint if anything, just keep the standard rhythm flowing, this is a bit throwing off before a stream incoming

01:44:319 - again skipping loads of notes from main theme, however paradoxically it makes a bit more sense here as this section is a bit of a cooldown after harder part, still, I would just map main theme

01:46:660 (1,2,3,4) - very unclean

02:18:124 (7,1,1,2) - like before, very awkward

02:19:148 (2) - stream should turn and change ds on this one

02:23:977 (7,1,2) - big arcs are rather awkward especially when coming suddenly+ usually you do sharp angles, keep it the same here

02:24:855 (5,6,7) - this one's into slider but still meh

02:47:538 - map that flute (?) solo it's just 1/3s this is very underwhelming right now,

03:06:255 (1,2,3,4,5,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1,2,1,2,1,2,3,4,1,2,1,2,3,4,1,2,3,4) - move around the playfield more, this whole section stays in basically one place, slowdown is ok but no need to keep the spacing and flow so confined

03:44:895 (1) - should have this rhythm http://puu.sh/rxBFL.png , + that slider placement comes out of nowhere

04:05:973 (1,2) - kicksliders would be way more readable (it's so hard to transition like that, + in the very corner, a bit of an overkill) and fit the music better

05:03:186 (7,1,1,2) - like before, rather unnecessary

Designwise map is very unclean, lots of messy overlaps and unpolished stream curves, doesn't leave great first impression so I think you should work on that aspect.
Topic Starter
jeanbernard8865

Akali wrote:

m4m

General

Had some doubts about sliderend muted with a blank hs but apparently it's ok - It is, I believe Kroytz uses them often and I trust him

mp3 name doe, not sure about explicit filenames, better change now - Yeah, I didn't plan on this map getting much attention at first, so I didn't mind. Fixed

AR10 is too much would use 9,8 max. Up the OD to 9 - Don't see why but also don't see why not so ok


finales funkeln

00:13:451 (2,3) - meh overlap/touching, just blanket 00:13:890 (3) - around (2) end and stack on (1) - Fixed

00:14:621 (2) - meh, just keep using simple shapes - Fixed

00:15:353 (1,3) - put 3 a bit away - Fixed

00:16:963 (2) - again, weak design of this - Fixed

00:17:694 (1,2,3) - could map it using more of 1/2 rhythm to better and smoother transition into next part - Fixed, also added it at 00:13:012 (1,2,3,4) for consistency reasons

00:39:929 - map this section, break here is extremely anticlimactic and there is no need for rest time anyway - Done

00:49:295 (1,1) - would just do 2*1/4 after 1/2 slider, fits the song better, 3/4 is unnecessary, it appears later too not going to mention unless it's different situation in music - It seems a bit over the top to me to do such an ' packed ' rhythm considering how weak the song is at that point though... tried something Actually I've listened to the song while trying to figure out what to do and I hear something that resembles what you said... Let's call it a fix

00:51:343 (5,6,1) - your overlaps are somehow regular but this is not pretty at all and looks really random, rearrange - Fixed

00:52:807 (1,4) - same here - Fixed

01:00:416 - this note is too important too skip (it's the main theme right) - v

01:01:587 - same with 1/4s here - v

01:02:758 - v

01:03:929 - kickslider jumps would fit this best - v

01:04:953 (3) - same like before, + slider is super weird - v

01:06:270 - etc, basically whole section should focus on the lead melody - Completely remapped this part cause you're right in that it seemed a bit underwhelming for the main theme of the song, consider it ( kinda ) fixed

01:09:124 - part of the drum roll that's mapped with doubles, so probably should do double + triple - Tried something with double -> double+kick cause I didn't want to do a 4-note stream and I'm too lazy to rearrange if I do that

01:19:002 - sort of ok to leave out, however rhythm guitar is still dense so I personally would just fill these gaps with 1/2s, but up to you - It's actually mapped to the drums there since I feel like their rhythm suits a calm part more, guitar here would feel too...harsh Wtf am I saying... Fixed

01:19:734 (1,2) - overlap - Fixed

01:27:343 (1,2,3,4,5,6,7,8,1) - accents are every second or every fourth note not every 3rd, so this zigzag doesn't fit in my book, however technically fine - It is every 2nd note, it's at 1-3-5-7-9 because the drum roll carries on but the guitar starts to get into the kiai melody here so making that kind of zigzag was kind of a compromise. I could also try kicks but IMO they wouldn't fit due t the song not being powerful enough at that point

01:33:636 (7,1,1,2) - rhythm for these doubles is very feint if anything, just keep the standard rhythm flowing, this is a bit throwing off before a stream incoming - Yeah I was a bit doubtful about those tbh, was waiting for a modder to mention it. Fixed

01:44:319 - again skipping loads of notes from main theme, however paradoxically it makes a bit more sense here as this section is a bit of a cooldown after harder part, still, I would just map main theme - Same as before, first kiai isn't really hard to begin with ( if anything, it's more of a setup of how the following kiais will be rhythm-wise for the player )

01:46:660 (1,2,3,4) - very unclean - ^

02:18:124 (7,1,1,2) - like before, very awkward - Fixed

02:19:148 (2) - stream should turn and change ds on this one - Fixed I guess since I reworked the parts with doubles --> streams

02:23:977 (7,1,2) - big arcs are rather awkward especially when coming suddenly+ usually you do sharp angles, keep it the same here - Fixed

02:24:855 (5,6,7) - this one's into slider but still meh - Fixed

02:47:538 - map that flute (?) solo it's just 1/3s this is very underwhelming right now - Done

03:06:255 (1,2,3,4,5,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1,2,1,2,1,2,3,4,1,2,1,2,3,4,1,2,3,4) - move around the playfield more, this whole section stays in basically one place, slowdown is ok but no need to keep the spacing and flow so confined - Tried to move 03:17:962 (1,2,3,4,1,2) into another direction to move around a bit

03:44:895 (1) - should have this rhythm http://puu.sh/rxBFL.png , + that slider placement comes out of nowhere - Tried something

04:05:973 (1,2) - kicksliders would be way more readable (it's so hard to transition like that, + in the very corner, a bit of an overkill) and fit the music better - You mean kicksliders at 04:04:797 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) ? Can be a good idea, I'll keep that in mind

05:03:186 (7,1,1,2) - like before, rather unnecessary - Fixed

Designwise map is very unclean, lots of messy overlaps and unpolished stream curves, doesn't leave great first impression so I think you should work on that aspect. - Will do :>
Thanks for mod :3

I gotta say, you're definitely one of the best modders I've seen. Expect to see me back on your queue ~
Kujinn
Let me know if you're still going for rank, I'll start modding then ~
Topic Starter
jeanbernard8865

Kujinn wrote:

Let me know if you're still going for rank, I'll start modding then ~
Yeah I'm still working on this map if that's what you meant ( never really went for rank because I know I'm not a good enough mapper yet but I'd like you to mod it as if I was if possible because I'll probably rank it eventually )
Kujinn
yo

[General]
Take a look at AiMod

[Colourful Something]
00:13:012 (1,2,3,4) - Short spacing understandable cause of music, but no decrease in sdv and this wasn't done again later. I recommend keep it consistent
01:17:392 (1,2,3,4) - Jumps lost flow here
01:23:685 (1,2,1,1,2,1,2,1,1,2,1,2,1) - Space these out more, sliders are way too close together
01:27:343 (1,2,3,4,5,6,7,8) - Replace these with kick sliders. This stream is quite ugly.
02:03:051 - The music doesn't slow down that much, so why use a sdv of .5?
03:47:236 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - These kicksliders are really randomly placed. Its hard to know when to aim next cause there's no flow to it.
04:24:704 - Go over this section, too many circles touch the sliders. Ugly overlaps
04:55:748 (1,2,1,2,1,2,1,2,1,2) - Stacking these would be better imo.

I would recommend studying other maps (with a similar style, like dragonforce maps I guess) and how these guys place their notes accordingly to the music and such. There are just way too many faults I didn't mention, like blankets, spacing, emphasis etc. Another thing I would focus on are aesthetics, the map does need some when it comes to visuals. Your streams aren't that bad but the majority of the map does need a bit of cleaning up

Good Luck!
Topic Starter
jeanbernard8865

Kujinn wrote:

yo

[General]
Take a look at AiMod - Whoops, fixed

[Colourful Something]
00:13:012 (1,2,3,4) - Short spacing understandable cause of music, but no decrease in sdv and this wasn't done again later. I recommend keep it consistent - I did it too at 00:18:133 (2,3,4) so it is consistent
01:17:392 (1,2,3,4) - Jumps lost flow here - Tried something
01:23:685 (1,2,1,1,2,1,2,1,1,2,1,2,1) - Space these out more, sliders are way too close together - Fixed
01:27:343 (1,2,3,4,5,6,7,8) - Replace these with kick sliders. This stream is quite ugly. - k
02:03:051 - The music doesn't slow down that much, so why use a sdv of .5? - Good point
03:47:236 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - These kicksliders are really randomly placed. Its hard to know when to aim next cause there's no flow to it. - They are. I put them here because I had no idea how to map this, and I plan on going back on them someday.
04:24:704 - Go over this section, too many circles touch the sliders. Ugly overlaps - Will do once I get the motivation to do nice sliders
04:55:748 (1,2,1,2,1,2,1,2,1,2) - Stacking these would be better imo. - Disagree. The guitar sounds so harsh, I just can't see those stacked. If anything, I find that pattern to be undermapped.

I would recommend studying other maps (with a similar style, like dragonforce maps I guess) and how these guys place their notes accordingly to the music and such. There are just way too many faults I didn't mention, like blankets, spacing, emphasis etc. Another thing I would focus on are aesthetics, the map does need some when it comes to visuals. Your streams aren't that bad but the majority of the map does need a bit of cleaning up - I'm actually looking up to Road of Resistance above all for placement, but I just don't have enough mapping experience to do something as good. About aesthetics, I think the only way to fix this would be to completely remap the song ( would be too hard to fix everything without messing up the flow and stuff ), but I can't bring myself to do it for now. I think I'm just gonna squeeze the progression out of this remap before moving to something else.

Good Luck! - Thanks :3
Thanks for the mod :>
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