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SUICIDEWAVE - LAKUNA

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Total Posts
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Topic Starter
2zz
This beatmap was submitted using in-game submission on Sunday, November 12, 2017 at 4:30:49 AM

Artist: SUICIDEWAVE
Title: LAKUNA
Tags: witch house
BPM: 95
Filesize: 7052kb
Play Time: 03:21
Difficulties Available:
  1. another (4.56 stars, 702 notes)
  2. easy (1.41 stars, 246 notes)
  3. expert (5.43 stars, 855 notes)
  4. hard (3.03 stars, 618 notes)
  5. insane (4 stars, 681 notes)
  6. normal (2.2 stars, 428 notes)
Download: SUICIDEWAVE - LAKUNA
Information: Scores/Beatmap Listing
---------------

under reconstruction

v0
v1.2

thank you for affection
THEORYONLEANCE
General

BG - откровенное

Отключи Widescreen Support

hollow

Скорость слайдеров в нормале изменять нельзя
У тебя очень непонятное расставление NC 00:17:726 (1,2,1,2,1) - вот тут к примеру, звук не меняется а комбо меняется ( Слайдер нота и сразу же новое комбо ) и таких моментов много
02:11:410 (1,2) - Может сделаешь 1-ый как 2-ой
Первый киай очень долгий, предлагаю сделать его вот от сюда 02:21:831 (1)

blank

все таже проблема с NC

void

01:06:357 (4,5,1) - Попробуй их сделать дальше от друг друга
01:29:726 (1) - оверлап
01:35:410 (1,1,1) - ^^
01:53:410 (2) - бланкет
02:30:357 (1,2,3,4) - чуть чуть дальше от друг друга
Диффа однако очень классная

gap

Такое я хз как модить

От себя
Карта очень динамичная и не однообразная что и есть хорошо. Удачи тебе с ней ;)
Cheri
M4M From Queue - Mod this map https://osu.ppy.sh/beatmapsets/675527/discussion (couple of suggestions would do just fine)

Ok for 1 - is that a naked women? ya need to find a more appropriate bg for this game and I HIGHLY advised ya change that before you end up being force to change it and you don't want that to happen since it have been cases like this

if you look in the box (came straight from Ranking Criteria)
RC
A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming.

It fine having the last difficulty a custom name but it be better to just called the other difficulties Normal, Hard, and Insane since none of the names given indicate the difficulty at all and will just confuse people.

Another thing is the difficulty spread itself - You will need a difficulty below 2* if you wish to have this rank since your normal difficulty is above that

Now as I seen the hard and compared to the Normal - I am a bit bad at explaining this so maybe someone else would come along but I feel the need to say that u may need an advanced difficulty (basically just a harder normal) because your hard look difficult for hard players starting off
I could be wrong about that so just get some more opinions about that (it might just be fine )



  • void
  1. 00:05:726 (5) - since this is a SV change - this is too similar to how these look 00:05:568 (4) - and a player would mess up on this
    Add a NC on it too make it look more obvious
    this occurs quite a bit but I think some of them is not that bad but I feel ya still should check them just in case
  2. 00:45:515 (1,2,3,4) - I understand what you trying to do but these jumps is too high and I just believe the music doesn't support that much since the song isn't that jumpy to begin with - plus ya don't have these type of jumps in the actual kiai so please just lower them
    kind of the same 00:46:778 (1,2,3,4) - but not as bad as those above - the other jump in this section isn't that spacy like these so I won't point them out
  3. 01:24:041 (1,2) - hmm they basically following the same similar sound so I think having (2) look like 1 would be better


kind of short mod I know ... I think the difficulties look quite interesting and I couldn't mod the highest difficulty sorry

gave a star
Topic Starter
2zz
Meouxe-

Meouxe- wrote:

General

BG - откровенное

Отключи Widescreen Support

hollow

Скорость слайдеров в нормале изменять нельзя Печально, потом ремапну. Может быть
У тебя очень непонятное расставление NC 00:17:726 (1,2,1,2,1) - вот тут к примеру, звук не меняется а комбо меняется ( Слайдер нота и сразу же новое комбо ) и таких моментов много Вроде поправил
02:11:410 (1,2) - Может сделаешь 1-ый как 2-ой
Первый киай очень долгий, предлагаю сделать его вот от сюда 02:21:831 (1) Музыка одинаковая в обоих частях, так что оставлю как есть

blank

все таже проблема с NC

void

01:06:357 (4,5,1) - Попробуй их сделать дальше от друг друга
01:29:726 (1) - оверлап
01:35:410 (1,1,1) - ^^
01:53:410 (2) - бланкет норм
02:30:357 (1,2,3,4) - чуть чуть дальше от друг друга
Диффа однако очень классная хех, спасибо

gap

Такое я хз как модить

От себя
Карта очень динамичная и не однообразная что и есть хорошо. Удачи тебе с ней ;) Спасибос :oops:


Hailie

Hailie wrote:

M4M From Queue - Mod this map https://osu.ppy.sh/beatmapsets/675527/discussion (couple of suggestions would do just fine)

Ok for 1 - is that a naked women? ya need to find a more appropriate bg for this game and I HIGHLY advised ya change that before you end up being force to change it and you don't want that to happen since it have been cases like this Removed for now

(came straight from Ranking Criteria)
A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming.

It fine having the last difficulty a custom name but it be better to just called the other difficulties Normal, Hard, and Insane since none of the names given indicate the difficulty at all and will just confuse people. Yeah, I know but there not just an usual diffs, so I named them. But ok, normal and hard get back

Another thing is the difficulty spread itself - You will need a difficulty below 2* if you wish to have this rank since your normal difficulty is above that I'll add ez later then

Now as I seen the hard and compared to the Normal - I am a bit bad at explaining this so maybe someone else would come along but I feel the need to say that u may need an advanced difficulty (basically just a harder normal) because your hard look difficult for hard players starting off
I could be wrong about that so just get some more opinions about that (it might just be fine ) Ok if someone else note that



  • void
  1. 00:05:726 (5) - since this is a SV change - this is too similar to how these look 00:05:568 (4) - and a player would mess up on this
    Add a NC on it too make it look more obvious
    this occurs quite a bit but I think some of them is not that bad but I feel ya still should check them just in case
  2. 00:45:515 (1,2,3,4) - I understand what you trying to do but these jumps is too high and I just believe the music doesn't support that much since the song isn't that jumpy to begin with - plus ya don't have these type of jumps in the actual kiai so please just lower them
    kind of the same 00:46:778 (1,2,3,4) - but not as bad as those above - the other jump in this section isn't that spacy like these so I won't point them out
  3. 01:24:041 (1,2) - hmm they basically following the same similar sound so I think having (2) look like 1 would be better




kind of short mod I know ... I think the difficulties look quite interesting and I couldn't mod the highest difficulty sorry

gave a star Oh thanks
Peter
Hi from my queue

Change background pls its just gray,,

Normal
Your mapping style is pretty weird lol
I can't understand it really why don't for example make 00:06:357 (1) like that http://osu.ppy.sh/ss/9294102
00:43:936 (1) - doesnt fit with curve of previous slider
01:06:673 (1,2) - ehh make it look better
02:45:831 (2) - why doesnt it have the same shape as previous

Hard
01:35:410 (1,2) - feels too close
02:16:463 (1) - doesnt flow well with previous
Topic Starter
2zz
PeterEU

PeterEU wrote:

Hi from my queue

Change background pls its just gray,,

Normal
Your mapping style is pretty weird lol heh
I can't understand it really why don't for example make 00:06:357 (1) like that http://osu.ppy.sh/ss/9294102 recurved
00:43:936 (1) - doesnt fit with curve of previous slider
01:06:673 (1,2) - ehh make it look better
02:45:831 (2) - why doesnt it have the same shape as previous

Hard
01:35:410 (1,2) - feels too close
02:16:463 (1) - doesnt flow well with previous
thanks
BlakeIsMyWaifu
From my queue

Easy
01:20:252 (6,1) - Changing the slider velocity by 0.5x isn't recommended. Maybe change it to 0.75x so that it isn't so much a change
01:36:673 (1) - After the red anchor the slider should go up
01:37:936 (2) - Replace the a 1/2 repeating slider
01:45:515 (4) - It should be a 1/2 slider + a note
01:50:568 (4) - Same here ^
01:55:620 (4) - ^
02:00:673 (1) - Way too hard for an easy. New players are unable to read additional reverses because they are visible for such a short amount of time
03:20:884 (5,6,7) - They should be in a straight line. Move them up a bit

Normal
01:12:357 (1,2,3,1) - I don't know if it is just me or the flow is off
01:37:936 (1,2,3) - Don't stack notes under slider tails on a normal

The difficulty gap between [hard] and [void] is huge. It's like there is a missing difficulty. Good luck with mapset!
Topic Starter
2zz
BlakeBestWaifu

BlakeBestWaifu wrote:

From my queue

Easy

01:20:252 (6,1) - Changing the slider velocity by 0.5x isn't recommended. Maybe change it to 0.75x so that it isn't so much a change increased to 0.7
01:36:673 (1) - After the red anchor the slider should go up
01:37:936 (2) - Replace the a 1/2 repeating slider eh, here notable hs. But ok
01:45:515 (4) - It should be a 1/2 slider + a note
01:50:568 (4) - Same here ^
01:55:620 (4) - ^
02:00:673 (1) - Way too hard for an easy. New players are unable to read additional reverses because they are visible for such a short amount of time
03:20:884 (5,6,7) - They should be in a straight line. Move them up a bit
all fixed

Normal

01:12:357 (1,2,3,1) - I don't know if it is just me or the flow is off
01:37:936 (1,2,3) - Don't stack notes under slider tails on a normal

The difficulty gap between [hard] and [void] is huge. It's like there is a missing difficulty. uuhhh, so there will be another diff soon
Good luck with mapset! thanks :D
mantasu
o/ m4m from my q
Easy
In general your sliders as in easy diff are too fast. Consider lowering slider velocity
00:02:568 (3,4) - it'd look better if you would put them in one line and made this slider something like this but neater

00:36:042 (1) - if this would face 00:34:778 (5) - this slider's middle, it'd look better
00:37:936 (4,5) - these repeated sliders follow different sounds, so both should be placed on white or red ticks, not differently. So I suggest you this:

01:12:041 (2) - would also look neater if it faced slider middle
02:00:673 (1) - 1/4 beats can't be in easy diff
Normal
Slider velocity should also be reduced
00:07:620 (1,2) - would look better if this was also a blanket
00:42:673 (4,1) - for new players it is an uncomfortable backward movement, they might click slider tail
00:54:042 (1,2) - would also look better if it was blanket
00:59:726 (2,3) - nothing is emphasized by these, so they should be separate
01:14:252 (6,1) - blanket
01:18:357 (1,1,1) - no need so many NCs
01:21:515 (1,2) - these emphasize something different; it's good :)
01:30:989 (3) - even different sound, I'd place it somewhere near
01:36:041 (3) - ^ etc
02:02:252 (1,2) - blanket
02:14:884 (1,2) - blanket better
02:40:463 (3,4) - no need for stack
03:05:410 - it'd be good if this was clickable sound
Hard
00:15:515 (2) - ok, so 00:15:594 - there is no sound, and 00:15:673 - there is sound. If you want this a slider then you should extend it to blue tick.
00:16:147 (2) - ^ etc
00:20:252 (4,1) - pls keep ds constant, this can be confusing
00:22:463 (4,3) - almost overlap
00:38:252 (1,2,3) - this stream's and 00:38:884 (4,5,6) - this' circles are placed in a little different spacing. you shoud make spacing the same
00:39:515 (1,2,3) - there are no sounds on yellow ticks
00:44:252 (1,2) - overlap
00:45:831 (2,3,4) - again different stream spacing
01:41:094 (2,1) - spacing should change
03:20:568 (1) - no sound on blue tick
void
00:07:620 (1,2,3,4) - and 00:08:884 (1,2,3,4) - stream spacing should be the same
00:36:357 (1) - no sounds on repeated places
00:54:041 (4) - can be hard to notice
00:56:252 (3,1) - spacing should change
00:57:831 (1) - ^
01:25:936 (1) - should end on red tick
01:29:726 (1) - ^
01:42:989 (1) - No need for repeated :D
02:06:357 (1,2,3) - since it's kiai, shouldn't it be jumpy?
03:01:620 (1) - remove NC
gap
00:01:305 (1,2) - again overmapped, no sounds on yellow ticks :D
00:30:673 (1,2) - and 00:31:305 (1,2) - spacing shouldn't be so drastically different
00:34:778 (3) - different sound, you should place somewhere else
00:37:936 (1,1) - between these 2 and 00:38:252 (1,2) - between these 2 same spacing? wrong :o
00:39:042 (2,3,1) - fix spacing
00:49:620 (1,1,1,1,1) - no needed for so many NCs
01:20:252 (7) - NC
01:20:884 (11) - NC
01:21:199 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) - too many NCs. Basically they should indicate new sound
02:03:515 (1) - even with nc, spacing is confusing
In the rest of the map similar problem :lol:
what I pointed out you should apply to all your map, not just those places :D

In general, you shouldn't overmap, you should pay more attention to spacing and use NCs sensibly
GL 8-)
my map for m4m https://osu.ppy.sh/s/673857
Topic Starter
2zz
seselis1

seselis1 wrote:

o/ m4m from my q
Easy

In general your sliders as in easy diff are too fast. Consider lowering slider velocity uhh, whole remaped
00:02:568 (3,4) - it'd look better if you would put them in one line and made this slider something like this but neater

00:36:042 (1) - if this would face 00:34:778 (5) - this slider's middle, it'd look better
00:37:936 (4,5) - these repeated sliders follow different sounds, so both should be placed on white or red ticks, not differently. So I suggest you this:

01:12:041 (2) - would also look neater if it faced slider middle
02:00:673 (1) - 1/4 beats can't be in easy diff important sound, but changed a bit

Normal

Slider velocity should also be reduced will do if someone else point this out
00:07:620 (1,2) - would look better if this was also a blanket
00:42:673 (4,1) - for new players it is an uncomfortable backward movement, they might click slider tail
00:54:042 (1,2) - would also look better if it was blanket
00:59:726 (2,3) - nothing is emphasized by these, so they should be separate
01:14:252 (6,1) - blanket
01:18:357 (1,1,1) - no need so many NCs
01:21:515 (1,2) - these emphasize something different; it's good :) thanks
01:30:989 (3) - even different sound, I'd place it somewhere near
01:36:041 (3) - ^ etc
02:02:252 (1,2) - blanket
02:14:884 (1,2) - blanket better
02:40:463 (3,4) - no need for stack
03:05:410 - it'd be good if this was clickable sound
almost all fixed

Hard

00:15:515 (2) - ok, so 00:15:594 - there is no sound, and 00:15:673 - there is sound. If you want this a slider then you should extend it to blue tick.
00:16:147 (2) - ^ etc
00:20:252 (4,1) - pls keep ds constant, this can be confusing
00:22:463 (4,3) - almost overlap
00:38:252 (1,2,3) - this stream's and 00:38:884 (4,5,6) - this' circles are placed in a little different spacing. you shoud make spacing the same
00:39:515 (1,2,3) - there are no sounds on yellow ticks but here incite moment
00:44:252 (1,2) - overlap
00:45:831 (2,3,4) - again different stream spacing not a kiai but more active part
01:41:094 (2,1) - spacing should change
03:20:568 (1) - no sound on blue tick

void

00:07:620 (1,2,3,4) - and 00:08:884 (1,2,3,4) - stream spacing should be the same 1 fixed 2 good
00:36:357 (1) - no sounds on repeated places high pitch here
00:54:041 (4) - can be hard to notice ye, changed a bit
00:56:252 (3,1) - spacing should change nc, so conceived
00:57:831 (1) - ^ same
01:25:936 (1) - should end on red tick ok
01:29:726 (1) - ^
01:42:989 (1) - No need for repeated :D high pitch again
02:06:357 (1,2,3) - since it's kiai, shouldn't it be jumpy? i guess it's fine
03:01:620 (1) - remove NC

gap

00:01:305 (1,2) - again overmapped, no sounds on yellow ticks :D that triples fit good in rhytm
00:30:673 (1,2) - and 00:31:305 (1,2) - spacing shouldn't be so drastically different that diff about unusual spacing at all
00:34:778 (3) - different sound, you should place somewhere else
00:37:936 (1,1) - between these 2 and 00:38:252 (1,2) - between these 2 same spacing? wrong :o i like that microjump ;_;
00:39:042 (2,3,1) - fix spacing same as 00:30:673 (1,2)
00:49:620 (1,1,1,1,1) - no needed for so many NCs
01:20:252 (7) - NC
01:20:884 (11) - NC
01:21:199 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) - too many NCs. Basically they should indicate new sound lul didnt notice that
02:03:515 (1) - even with nc, spacing is confusing
In the rest of the map similar problem :lol: fixed
what I pointed out you should apply to all your map, not just those places :D thanks for advice, i'll try

In general, you shouldn't overmap, you should pay more attention to spacing and use NCs sensibly true
GL 8-) thank you
my map for m4m https://osu.ppy.sh/s/673857
Gloria Guard
Hello, From my queue

I have something to say to you before I write a modding post.

1. Normal and hard difficulty you make is completely different from normal difficulty. and You lack basic distance use and ability to control difficulty. yea i understand You are a beginner mapper with some mapping experience.

2. You used a pattern that is not suitable for Hard. example 02:18:673 (4) - 02:29:094 (1,2,3,4,1,2,3) - 02:236:989 (2,3,1,2,3,4) etc. also These slider patterns are not organized and are inconsistent.

ok That's all I have to say. i will post modding this map.

[normal]

Overall this difficulty is inconsistent in distance. You must use the correct distance and make sure you understand the correct distance.

00:28:463 (2) off screen slider body. 1~2 grid up this slider. 00:30:042 (1) this slider too
00:39:515 (1,2,3) spacing error ?
01:01:936 (1) off screen slider body too.
01:17:726 (1,1,2,3) Can you try consistency curve slider shape?


[Hard]

00:35:094 (4,5) This 1/4 slider rhythm can confuse the player and the same slider length as the usual 1/2 rhythm.
You should make a normal 1/2 slider rhythm here.



Good luck.
Topic Starter
2zz
Gloria Guard

Gloria Guard wrote:

Hello, From my queue

I have something to say to you before I write a modding post.

1. Normal and hard difficulty you make is completely different from normal difficulty. and You lack basic distance use and ability to control difficulty. yea i understand You are a beginner mapper with some mapping experience. sure, I need some practice with this

2. You used a pattern that is not suitable for Hard. example 02:18:673 (4) - 02:29:094 (1,2,3,4,1,2,3) - 02:36:989 (2,3,1,2,3,4) etc. also These slider patterns are not organized and are inconsistent.

ok That's all I have to say. i will post modding this map.

[normal]

Overall this difficulty is inconsistent in distance. You must use the correct distance and make sure you understand the correct distance. yes, I'm not get right distances sometimes, but at all here smooth range. Only in peak moments rise is.
I'll be glad if you give some additional explanations

00:28:463 (2) off screen slider body. 1~2 grid up this slider. 00:30:042 (1) this slider too
00:39:515 (1,2,3) spacing error ? reduced, and on 03:00:989 (1,2,3,1) too
01:01:936 (1) off screen slider body too.
01:17:726 (1,1,2,3) Can you try consistency curve slider shape?


[Hard]

00:35:094 (4,5) This 1/4 slider rhythm can confuse the player and the same slider length as the usual 1/2 rhythm.
You should make a normal 1/2 slider rhythm here. slowed them



Good luck. here I need more than only it heh
UselessXD
Hi o/ From my queue #_#

gap
00:04:463 (5,6,7) - I would say that this jumps are too big - it's the beggining of the map and music ain't changed yet.
00:06:357 (3) - please make smaller slider velocity
00:07:936 (2) - maybe try to do here a repeated slider like 00:06:989 (2)
00:08:252 (3) - how about changing the slider velocity to make this slider like 00:06:673 (1)
00:11:726 (1,3) - this slider reminds me HW's Tsubaki, lower slider velocity again
00:14:568 (5) - make this slider longer (1/4, not 1/8)
00:15:515 (2,3,1,2,1,2,1,2,1,2) - i think that this rhythm is unpleasant to play, you can change it or just mix pattern of this sequence
00:21:199 (1,2,3) - too big spacing (according to 00:20:568 (1,2,3) ) , when you'll make jumps like this think about making 1-2 jump smaller 2-3 a bit bigger 3-4 bigger etc..
00:26:568 (3) - direction of this slider should't be contrary to direction of previous jump
00:30:831 (2,3) - you made here big jump in 1/4 and small spacing in 1/2 00:30:989 (3,1) - think about swaping this spacings
00:42:989 (3,4,5) - too hard to not sliderbreak i guess, maybe some change here
00:46:463 (1,2,3) - it is going to surprise player while playing a map, try to keep the tempo like here: 00:47:726 (1,2,3)
00:52:147 (1,2,3) - easier to sliderbreak then 2 tips upper ^^
00:57:831 (1,2,3,1,2,3) - small spacing, small spacing and BOOM 00:59:094 (1,2,1,2,3,4,5,6) - make this jumps smaller and the spacing from earlier sequance bigger please
01:03:199 (3,4,5) - I'm not sure about this kick sliders...
01:13:620 (1,2) - you can move away this from 01:13:305 (3)
01:18:041 (1,2,3) - 90% chance of sliderbreak if you dont know the map
01:19:305 (1,2,3,4,5,6,7,8,1,2,1) - very hard pattern, I would make it easier
01:20:884 - there is a slower part, dont make slider velocity too big
01:58:463 - i think that -> 01:57:199 (1,2,3) this pattern shall be putted also here (remember about changing slider velocity like in this kick sliders)
02:02:884 (1,2) - this is way too huge spacing
02:03:041 (2,3,1,2) - misleading pattern I guess
02:03:673 (2,3) - too huge again
02:04:778 (1,2,3,4,5,6) - I see that you like this pattern but it is really 'extreme'
02:12:357 (1,2,3,1,2,3) - this pattern is unfcable while playing first time x.x
02:13:936 (3,4,5) - again I'm not sure about this kick sliders.. If you like them let them to be there.
02:14:884 (1,2,3,4,5,6,7) - again this pattern - really difficult..
02:18:042 (1,2,3) - pattern is hard to play cuz slider velocity is too high
02:19:936 (1,2,3,4,5,6,7,8,1,2,3) - this whole sequence is surely unrankable (if you aren't Hollow Wings)
02:31:936 (1,2) - too big spacing
02:35:094 (1,2,3,4,5,6,7) - this pattern again - it's just uncomfortable to play
02:51:199 (1,2,3,4,5) - pattern hard to read but also cool in some way
03:02:884 - here at the reds new sound appear. I think that there should be slider instead of a circle.
03:05:568 (2,1,2,1,2,3,1) - too hard to read i guess
03:11:884 (6,7) - make some spacing between these

This diff is interesting and for sure isn't standard like most of the map nowadays. I would say that it's some type of Hollow Wings' mapping :p
I think that it's cool map, but it might be hard to make it ranked :v

I hope I could help :D Good luck!
Gordon123
привет,а билетик тут (и он сгорает)
[general]

  • во первых почекай аимод в нормале и изи(в изи явижу ты использовал спейсинг 0,9 - но у тебя проблемы с дс,пофикси это)
    во всей карте отключи видскриин суппорт(так как это для СБ)
[Easy]

  • 00:26:568 (2,3) - двойные реверсы нежелательны на самых лёгких сложностях,так что попробуй что то другое
    00:32:884 (5) - ^ так же,если далее будут идти такие де ноты,то если что я из не пишу,так как двух раз хватает для уточнения этого момента
    02:00:673 (1) - такие ноты определённо нельзя использовать в изи
    02:17:726 (3,4) - оу,так у тебя всё не по ДС ЛООООЛ,ты чо! до этого момента идёт 02:17:410 (2,3) - момент с норм дсом,а в этом моменте у тебя джамп очень резкий,юзай дс на все карте (я про изи-нормалы) так как именно там всё идёт под ДС. (исправь спейсинг на всей карте)
    02:27:199 (2,3) - ^ странный переход,хотя соединение между нотами есть,ФИКС ДС
[normal]

  • очень странно,сравня изи и нормал,на нормале с ДС всё в полядке,в аиМоде только один объект 01:20:568 (2,3) - фикс
    02:21:199 (1,2,1) - а не слишком ли это далеко?
[hard]

  • как всегда за гранью моего понимания D:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

соре,но я больше из себя не могу выдавить,так что звиняй за такой короткий мод

Good Luck ;)
Topic Starter
2zz
UselessXD

UselessXD wrote:

Hi o/ From my queue #_#

gap

00:04:463 (5,6,7) - I would say that this jumps are too big - it's the beggining of the map and music ain't changed yet.
00:06:357 (3) - please make smaller slider velocity
00:07:936 (2) - maybe try to do here a repeated slider like 00:06:989 (2) hm, sure
00:08:252 (3) - how about changing the slider velocity to make this slider like 00:06:673 (1)
00:11:726 (1,3) - this slider reminds me HW's Tsubaki, lower slider velocity again heh
00:14:568 (5) - make this slider longer (1/4, not 1/8) here strong beat, but ok
00:15:515 (2,3,1,2,1,2,1,2,1,2) - i think that this rhythm is unpleasant to play, you can change it or just mix pattern of this sequence mixed a bit
00:21:199 (1,2,3) - too big spacing (according to 00:20:568 (1,2,3) ) , when you'll make jumps like this think about making 1-2 jump smaller 2-3 a bit bigger 3-4 bigger etc.. swapped 00:21:199 (1,2,3) and 00:21:831 (1,2,3)
00:26:568 (3) - direction of this slider should't be contrary to direction of previous jump here should so recurved slider
00:30:831 (2,3) - you made here big jump in 1/4 and small spacing in 1/2 00:30:989 (3,1) - think about swaping this spacings strong beat at 00:30:989 (3) is reason for it, but reduced
00:42:989 (3,4,5) - too hard to not sliderbreak i guess, maybe some change here shortened by 1 repeat
00:46:463 (1,2,3) - it is going to surprise player while playing a map, try to keep the tempo like here: 00:47:726 (1,2,3) it's fun, so if someone else req
00:52:147 (1,2,3) - easier to sliderbreak then 2 tips upper ^^
00:57:831 (1,2,3,1,2,3) - small spacing, small spacing and BOOM 00:59:094 (1,2,1,2,3,4,5,6) - make this jumps smaller and the spacing from earlier sequance bigger please
01:03:199 (3,4,5) - I'm not sure about this kick sliders... downrepeated
01:13:620 (1,2) - you can move away this from 01:13:305 (3)
01:18:041 (1,2,3) - 90% chance of sliderbreak if you dont know the map circled
01:19:305 (1,2,3,4,5,6,7,8,1,2,1) - very hard pattern, I would make it easier
01:20:884 - there is a slower part, dont make slider velocity too big
01:58:463 - i think that -> 01:57:199 (1,2,3) this pattern shall be putted also here (remember about changing slider velocity like in this kick sliders) nice
02:02:884 (1,2) - this is way too huge spacing remixed
02:03:041 (2,3,1,2) - misleading pattern I guess ^
02:03:673 (2,3) - too huge again color=#0080FF]✔[/color]
02:04:778 (1,2,3,4,5,6) - I see that you like this pattern but it is really 'extreme' I play my maps and here it even easier to aim
than 00:59:410 (1,2,3,4,5,6)

02:12:357 (1,2,3,1,2,3) - this pattern is unfcable while playing first time x.x mixed
02:13:936 (3,4,5) - again I'm not sure about this kick sliders.. If you like them let them to be there. slowed
02:14:884 (1,2,3,4,5,6,7) - again this pattern - really difficult.. made it smaller
02:18:042 (1,2,3) - pattern is hard to play cuz slider velocity is too high mixed It was hardest pattern for me at first testplays
02:19:936 (1,2,3,4,5,6,7,8,1,2,3) - this whole sequence is surely unrankable (if you aren't Hollow Wings) ;_; reduced
02:31:936 (1,2) - too big spacing
02:35:094 (1,2,3,4,5,6,7) - this pattern again - it's just uncomfortable to play sure, changed
02:51:199 (1,2,3,4,5) - pattern hard to read but also cool in some way nc added
03:02:884 - here at the reds new sound appear. I think that there should be slider instead of a circle. sure
03:05:568 (2,1,2,1,2,3,1) - too hard to read i guess
03:11:884 (6,7) - make some spacing between these

This diff is interesting and for sure isn't standard like most of the map nowadays. I would say that it's some type of Hollow Wings' mapping :p
I'm not HW, but her maps inspire me a lot, right
I think that it's cool map, but it might be hard to make it ranked :v

I hope I could help :D Good luck! thanks, it was very helpful


Gordon123

Gordon123 wrote:

привет,а билетик тут (и он сгорает)
[general]

  • во первых почекай аимод в нормале и изи(в изи явижу ты использовал спейсинг 0,9 - но у тебя проблемы с дс,пофикси это) аимод умер, пишет, что всё плохо, хотя всё на месте лол
    во всей карте отключи видскриин суппорт(так как это для СБ) хз почему он в езе включился, везде до этого убирал
[Easy]

  • 00:26:568 (2,3) - двойные реверсы нежелательны на самых лёгких сложностях,так что попробуй что то другое
    00:32:884 (5) - ^ так же,если далее будут идти такие де ноты,то если что я из не пишу,так как двух раз хватает для уточнения этого момента
    02:00:673 (1) - такие ноты определённо нельзя использовать в изи
    02:17:726 (3,4) - оу,так у тебя всё не по ДС ЛООООЛ,ты чо! до этого момента идёт 02:17:410 (2,3) - момент с норм дсом,а в этом моменте у тебя джамп очень резкий,юзай дс на все карте (я про изи-нормалы) так как именно там всё идёт под ДС. (исправь спейсинг на всей карте) проглядел этот момент
    02:27:199 (2,3) - ^ странный переход,хотя соединение между нотами есть,ФИКС ДС тоже упустил
[normal]

  • очень странно,сравня изи и нормал,на нормале с ДС всё в полядке,в аиМоде только один объект 01:20:568 (2,3) - фикс не знаю, чего возмущается, расстояние-то идентичное
    02:21:199 (1,2,1) - а не слишком ли это далеко? укоротил, и на 01:00:357 (1,2,1) заодно
[hard]

  • как всегда за гранью моего понимания D: хех
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

соре,но я больше из себя не могу выдавить,так что звиняй за такой короткий мод изик вон ковырять не так уж и мало

Good Luck ;)
huntress
i like the song and your mapping is cool so i might as well

[void]

- the start of the song continually increases in intensity, but 00:02:568 (1) - 00:03:831 (1) - are more intense jumps than 00:06:357 (1) - 00:07:620 (1) - that follow afterwards. could switch these two maybe? would be a better buildup
- 00:16:463 (1) - could lower this slightly? the 90 degree angle from 00:16:147 (4) - doesnt fit well with the other slider angles and having it in the far corner makes it awkward
- 00:21:831 (3,4,5) - this wide angle jump and sudden change in momentum is really hard to play and doesnt feel natural at all. would be nicer if 00:22:147 (5) - was switched with 00:22:463 (1) - but theres other ways that would work too
- 00:40:463 (1) - this part starting here is really neat but it could be more interesting and less repetitive to play if you change the direction you move around the center? starting at 00:42:989 (1) - maybe? (halfway through)
- 02:10:305 (2,3,4) - this angle is also awkward because it goes against the established flow
- 02:43:305 (2,1) - the slider velocity change here is really unexpected because these two sliders look almost identical, makes it hard to tell the rythym is changing. could change it to be more like 02:42:042 (2,1) - where the first slider is obviously longer

theres not much else could add, nothing really sticks out to me

i cant play [gap] very well so i dont think i could be useful for that. i like the aesthetics of [void] more though
Topic Starter
2zz
huntress

huntress wrote:

i like the song and your mapping is cool so i might as well

[void]

- the start of the song continually increases in intensity, but 00:02:568 (1) - 00:03:831 (1) - are more intense jumps than 00:06:357 (1) - 00:07:620 (1) - that follow afterwards. could switch these two maybe? would be a better buildup changed spacings to increasing
- 00:16:463 (1) - could lower this slightly? the 90 degree angle from 00:16:147 (4) - doesnt fit well with the other slider angles and having it in the far corner makes it awkward
- 00:21:831 (3,4,5) - this wide angle jump and sudden change in momentum is really hard to play and doesnt feel natural at all. would be nicer if 00:22:147 (5) - was switched with 00:22:463 (1) - but theres other ways that would work too I want few obstacles in map for righty players. Jump from bottom-right to left-up is nice place for choke :D
- 00:40:463 (1) - this part starting here is really neat but it could be more interesting and less repetitive to play if you change the direction you move around the center? starting at 00:42:989 (1) - maybe? (halfway through)
- 02:10:305 (2,3,4) - this angle is also awkward because it goes against the established flow same as above, but here also some clockwise flow is
- 02:43:305 (2,1) - the slider velocity change here is really unexpected because these two sliders look almost identical, makes it hard to tell the rythym is changing. could change it to be more like 02:42:042 (2,1) - where the first slider is obviously longer extended

theres not much else could add, nothing really sticks out to me

i cant play [gap] very well so i dont think i could be useful for that. i like the aesthetics of [void] more though

Thanks for mod, note for start part was really important even if that not really visible for others. I recommend you to point out such things further in your mods.
mindmaster107
Here from my M4M queue!

My map: https://osu.ppy.sh/s/677022

I did mention I can only mod 5+, so Im modding the top diff

[gap]
There are no individual problems, rather overarching problems you should consider.

Your movement gimmick is beautiful, and it is fun to play in a hollow wings style of mapping which I wish people would try for songs which support it.

That is about as far as I am stepping however, as I am confused about spacing.
00:07:620 (1,2,3,4) - 00:05:094 (1,2,3,4,5) - 00:00:042 (1,1) - These patterns suggests drums are being emphasized through SV.
00:23:094 (1,2,3) - 00:25:620 (1,2,3) - 00:27:831 (1,2,3) - These patterns suggests drums are being emphasized through spacing.
If you wanna make a cohesive map, you need to stick with one and only one method of representing sounds. If I say used spacing, rhythm, and SV to represent the drums, unless there is a clear distinctive sound overpowering the drums, it would make no sense to the player, and they wouldn't be able to associate the song with the map's ideas.
00:45:831 (1,2,3) - 00:47:094 (1,2,3) - Pattern changes like this also make no sense. Here I cannot tell what spacing and flow is trying to match up with. You need to keep to your ideas strongly, and make sure they stay consistent.
This happens throughout your map, with ideas not being cohesive enough both across patterns in a section, and the map as a whole.

TL;DR Make your ideas more clear by matching ideas to the song in clear and DISTINCT ways.

Some parts are done well, like intense and calm sections feel different, both to play and to see, visually and physically. You now need to focus on making repeated bits look and play about the same bar some variation. Keep your core ideas the same. For more info watch pishifat's video outlining how to do it.

One idea I really think you should expand on is having your objects form some overall pattern, like 01:09:199 (1,2,3,1,2,3,4,5,6,7,1,2,3) - of parallel lines, and 00:54:042 (1,2,3,1,2,3,4,1,2,3) - of concentric objects. If you can make your map visually connected, rather than a loose connection of objects that would be great.

Apart from that glaring issue, I really think you can reach rank :)
Topic Starter
2zz
mindmaster107

mindmaster107 wrote:

Here from my M4M queue!

My map: https://osu.ppy.sh/s/677022

I did mention I can only mod 5+, so Im modding the top diff

[gap]
There are no individual problems, rather overarching problems you should consider.

Your movement gimmick is beautiful, and it is fun to play in a hollow wings style of mapping which I wish people would try for songs which support it. heh, glad to know it

That is about as far as I am stepping however, as I am confused about spacing.
00:07:620 (1,2,3,4) - 00:05:094 (1,2,3,4,5) - 00:00:042 (1,1) - These patterns suggests drums are being emphasized through SV.
00:23:094 (1,2,3) - 00:25:620 (1,2,3) - 00:27:831 (1,2,3) - These patterns suggests drums are being emphasized through spacing.
If you wanna make a cohesive map, you need to stick with one and only one method of representing sounds. If I say used spacing, rhythm, and SV to represent the drums, unless there is a clear distinctive sound overpowering the drums, it would make no sense to the player, and they wouldn't be able to associate the song with the map's ideas. It's because of background tension in music, started from 00:20:252 (3), but I get you point i guess, so it will be helpful for me in future
00:45:831 (1,2,3) - 00:47:094 (1,2,3) - Pattern changes like this also make no sense. Here I cannot tell what spacing and flow is trying to match up with. You need to keep to your ideas strongly, and make sure they stay consistent. sure, these jumps must be similar
This happens throughout your map, with ideas not being cohesive enough both across patterns in a section, and the map as a whole. patterns here coupled with circle places, which overlap each other, so if I want change pattern - I need to remap huge part of section

TL;DR Make your ideas more clear by matching ideas to the song in clear and DISTINCT ways. now I know, what to do with my style, thanks

Some parts are done well, like intense and calm sections feel different, both to play and to see, visually and physically. You now need to focus on making repeated bits look and play about the same bar some variation. Keep your core ideas the same. For more info watch pishifat's video outlining how to do it.

One idea I really think you should expand on is having your objects form some overall pattern, like 01:09:199 (1,2,3,1,2,3,4,5,6,7,1,2,3) - of parallel lines, and 00:54:042 (1,2,3,1,2,3,4,1,2,3) - of concentric objects. If you can make your map visually connected, rather than a loose connection of objects that would be great. yeah, but here a lot of jums, so it possible only in few places. You can take a look on [void]

Apart from that glaring issue, I really think you can reach rank :) thats cool
newton-
from nm q

might wanna rename "void" to "insane" since only the topdiff of each mapset is allowed to have custom naming

[gap]
  1. more general than specific problems - will mainly focus on aesthetics and flow because rhythm seems fine. apply these to the whole map.
  2. 00:03:831 (1,2,3,4,5,6,7) - it feels like most of your objects are just placed there because they play at vaguely comfortable angles and don't follow any patterns - try arranging your objects in more geometric, symmetrical, or parallel patterns for visual appeal.
  3. 02:07:620 (3,1) - looks just like the 1/2 spacing you just used on 02:07:305 (1,2,3) - even though this is 1/1. i suggest that you give each rhythm pattern its own distinct spacing so that it's more easily recognizable to players.
  4. 02:01:305 (1,2,3) - you switch between different kinds of flow without apparent reasons - for example, here, you switch between wide and sharp flow between these objects, but you don't follow up this pattern with 02:02:884 (1,2,3) - since you use wide flow to jump to 3 rather than using sharp flow like you did in the previous combo. keep it consistent and have a predictable pattern for the kind of flow you're using.
  5. 02:16:305 (2,3) - there's a bunch of spacing inconsistencies too - the sound on 3 was spaced multiple times before, yet here it isn't spaced - breaking player expectations. when mapping important sounds, space them consistently so theyre more easily recognizable.
watch pishifat if you haven't, he explains how to make your maps more consistent with the concepts they have

good luck!
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