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Camellia - GHOST

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Topic Starter
JeZag
This beatmap was submitted using in-game submission on Monday, November 13, 2017 at 6:21:11 PM

Artist: Camellia
Title: GHOST
Tags: Cyphisonia EP E.P. pump core pumpcore trap cametek kamelcamellia dance electronic dubstep drumstep drum bass dnb CTCD-014 かめるかめりあ
BPM: 55
Filesize: 17986kb
Play Time: 05:14
Difficulties Available:
  1. SPEKTRE (7.06 stars, 1784 notes)
Download: Camellia - GHOST
Information: Scores/Beatmap Listing
---------------



Thanks Javaguru for good mp3
Thanks Celektus and Touhou for hitsound samples
Thanks modders for modding
Thank you for playing!

Please try the combo colors and custom hitsounds!
Xilver15
mini-mod o/
~
20:30 JeZag: hey xilver, do you have time to testplay a 200bpm slidermap?
20:32 Xilver: sure!
20:33 Xilver: i'm not warmed up though so excuse if i perform poorly hahaha
20:33 *JeZag is editing [https://osu.ppy.sh/b/1288245 Camellia - GHOST [SPEKTRE]]
20:33 JeZag: thanks!
20:33 JeZag: haha
20:33 JeZag: put on NF just in case, the streams are fast
20:34 JeZag: i just need opinions on the kiai time and after
20:39 JeZag: anything stand out to you that says "remap me"?
20:39 JeZag: its my first attempt at slidermaps but i want this to go all the way
20:40 Xilver: your style is very interesting o:
20:40 JeZag: haha im just emulating some of my fav mappers
20:40 Xilver: this map lacks a bit of polish IMO but you definitely have structure going on
20:41 Xilver: one thing that caught me off guard was the stream at 01:48:031 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,1) -
20:41 JeZag: is it too compressed, or is it just too sudden right after repeated sliders?
20:41 Xilver: there aren't other instances where you're required to switch streaming from 1/4 to 1/3 so this stream felt a bit out of place
20:41 JeZag: or are you talking about the transition for 1/4 to 1/3
20:41 JeZag: oh yeah
20:42 Xilver: i think if you add a slider transition it would be consistent with all the other ones :p
20:42 JeZag: yeah definitely gonna change that
20:43 JeZag: looking at your replay, i can buff the final sliders
20:43 JeZag: to make orchestral part play more epic
20:43 Xilver: buff with SV's?
20:43 JeZag: nah just distance snap
20:44 JeZag: i think i can afford larger jump
20:44 Xilver: haha i actually think making them close together allows for better emphasis
20:44 Xilver: but that's just my mapping philisophy =-=
20:44 JeZag: haha
20:45 JeZag: i just think
20:45 JeZag: that the hitcircle after a slider can afford more lenient DS
20:45 JeZag: cause the cursor for sliders almost never goes to the tail fully anyhow
20:45 Xilver: i do think that if you increase SV to the point where the player has to follow the slider paths completely, it adds a LOT of emphasis when used correctly. because it introduces a new playstyle in the climax of the song :p
20:45 Xilver: kind of similar to notch hell, in a sense :p
20:46 JeZag: hahaha notch hell has great emphasis
20:46 JeZag: but i dont want to be hated that much
20:46 Xilver: oh well haha i don't think you should increase it by *that* much, maybe + 0.3 ?
20:47 Xilver: or however you see fit, if you want to even consider this xd...
20:47 JeZag: yeah im definitely considering
20:47 JeZag: at the same time, its like i can look at it and be like "hmm, i think/dont think this has emphasis"
20:47 JeZag: but i literally cannot test it
20:47 JeZag: because i cannt even play it
20:48 JeZag: so im relying on the 2nd hand opionion on all the playtesters
20:48 JeZag: to figure this map out
20:48 Xilver: the main thing i'm trying to say though, is "making a player do different motions in different climaxes of a song adds emphasis"
20:48 JeZag: thats a sorta thing im aiming for
20:48 JeZag: this song is literally too good and diverse to pass on that oportunity
20:48 JeZag: now i just need the experience to capture it all ;w;
20:49 Xilver: good luck \o/ this map is nice overall. a bit lacking in polish IMO but that's nothing a few mods can't fix c:
20:49 JeZag: thanks for your time!
20:49 JeZag: oh lastly
20:49 JeZag: did you play with my combo colors
20:50 JeZag: or disable skin
20:50 JeZag: because i think my combo colors are too dark
20:50 JeZag: but i havent heard any word of that from playtesters
20:50 Xilver: they seem okay to me o:
20:50 JeZag: alright thats great!
20:50 Xilver: np! you'd probably laugh at this, but i think arles did a nice job of what i was trying to say.
20:51 Xilver: in terms of kiai
20:51 *Xilver is editing [https://osu.ppy.sh/b/1249325 Camellia - Ghost [Arles]]
20:51 Xilver: 03:12:477 (1) -
20:51 JeZag: ooh and what did he say?
20:51 Xilver: low DS, high SV
20:51 Xilver: just if you want a bit of reference, i guess :p
20:52 JeZag: ah i see
20:52 JeZag: yeah
20:52 JeZag: oh the part i was talking about
20:52 JeZag: in my own map
20:52 JeZag: 03:33:848 (1) -
20:52 JeZag: this bit here
20:52 JeZag: like i can afford to make the hitcircles further from the sliders
20:53 JeZag: cause right now it feels underwhelming when i was spectating you play
20:53 Xilver: to me, it feels underwhelming because of circular flow :p
20:54 Xilver: antiflow could fix that pretty well
20:54 JeZag: i cant make this section too wonky, cause to me strings are just "straight forward" sounds
20:54 JeZag: but yeah i can definitely modify flow
20:54 *Xilver is editing [https://osu.ppy.sh/b/1241443 RIN - Pluto -Tenderness [Hades In The Heaven]]
20:54 Xilver: 04:29:773 (1) -
20:54 Xilver: kind of like this? that's kind of what your section reminded me of. hahaha
20:55 JeZag: haha
20:55 Xilver: notice how the sliders go in countering motions, this could add a lot of the emphasis you were looking for, if you ask me
20:56 JeZag: countering?
20:57 Xilver: mhm. try ctrlGing the sliders in that part
20:57 Xilver: 04:29:902 (2,2,2,2) -
20:58 Xilver: this kind of motion would be similar to your pattern. it loses emphasis because of circular flow
20:58 JeZag: ahh i see what you mean
20:58 Xilver: that's why if you make it go in countering directions, it creates uncomfortable movement
20:59 Xilver: and generally, uncomfortable movement = emphasis
20:59 JeZag: and on top of that, thers more variety in sliderhead placement
20:59 JeZag: i see
20:59 Xilver: hopefully this helped somehow ;_; best of luck~
21:00 JeZag: thanks a lot!
21:00 JeZag: hey hey
21:00 JeZag: post this chat log in the forums and i can get some SP ;w;
21:00 Xilver: haha alright alright
Flezlin
im gay
2017-05-10 23:24 JeZag: hey flezlin, do you have time to testplay a camellia map?
2017-05-10 23:24 JeZag: you have my word it isnt thaaat shit
2017-05-10 23:24 Flezlin: uhhh
2017-05-10 23:25 Flezlin: yea give me like 2 min
2017-05-10 23:25 JeZag: thanks!
2017-05-10 23:26 Flezlin: ok go ahead and link
2017-05-10 23:26 JeZag: ACTION is listening to [https://osu.ppy.sh/b/1288245 Camellia - GHOST]
2017-05-10 23:27 Flezlin: ok
2017-05-10 23:27 Flezlin: first play of today though, so i might be a brick
2017-05-10 23:27 JeZag: haha
2017-05-10 23:27 JeZag: +NF just in case
2017-05-10 23:27 JeZag: it gets fast
2017-05-10 23:30 Flezlin: yea i cant stream atm
2017-05-10 23:32 JeZag: haha no worries
2017-05-10 23:32 JeZag: i need opinions on the kiai time later
2017-05-10 23:32 JeZag: ahh i need to fix that hitcircle
2017-05-10 23:32 JeZag: during the epic string part
2017-05-10 23:32 Flezlin: oh lol
2017-05-10 23:32 Flezlin: yea its a pretty fun map
2017-05-10 23:32 Flezlin: i just cant play it rn lol
2017-05-10 23:32 JeZag: do you play with custom skin
2017-05-10 23:32 JeZag: or can you see my colors?
2017-05-10 23:33 JeZag: if so, are my combo colors too dark?
2017-05-10 23:33 Flezlin: uhhh yea sorry i have beatmap skins turned off
2017-05-10 23:33 JeZag: oh thats fine
2017-05-10 23:36 Flezlin: 03:16:393 (1,1,2) -
2017-05-10 23:36 Flezlin: this pause here feels kinda awkward
2017-05-10 23:37 JeZag: ah
2017-05-10 23:37 JeZag: originally i had it mapped another way
2017-05-10 23:37 JeZag: lots more distance between 03:16:393 (1,1) -
2017-05-10 23:37 JeZag: but i deflected to doing this instead
2017-05-10 23:37 JeZag: i'll ask more ppl and think about it
2017-05-10 23:37 Flezlin: alright
2017-05-10 23:38 JeZag: let me know if theres anything thats particularly uncomfortable
2017-05-10 23:38 Flezlin: alright
2017-05-10 23:38 JeZag: so i can either go "oh yup thats intended" or "o shit i'd better move things around"
2017-05-10 23:38 JeZag: oh and something else
2017-05-10 23:38 JeZag: 03:18:575 (1,2,1,2,1) -
2017-05-10 23:38 Flezlin: 00:31:532 (1,2,3) - this isn't related to flow/comfort but i think this is the only triple in the start that's stacked
2017-05-10 23:39 JeZag: did this part feel different to play
2017-05-10 23:39 JeZag: compared to the rest of the spooky sliders?
2017-05-10 23:39 Flezlin: might wanna space that out for consistency
2017-05-10 23:39 Flezlin: uhh
2017-05-10 23:39 Flezlin: hmm
2017-05-10 23:39 Flezlin: i didnt really notice anything
2017-05-10 23:39 JeZag: with the original combo colors its distinctive
2017-05-10 23:40 JeZag: but i want people to notice even without the colors orz
2017-05-10 23:40 Flezlin: aww
2017-05-10 23:40 JeZag: its just like
2017-05-10 23:40 JeZag: the music here has more organ
2017-05-10 23:40 JeZag: so i wanted to be just a bit heavier
2017-05-10 23:40 JeZag: hence the longer sustained sliders
2017-05-10 23:40 JeZag: eh whatever
2017-05-10 23:41 Flezlin: i see
2017-05-10 23:41 JeZag: if it plays it plays and its fine for now
2017-05-10 23:41 JeZag: 03:27:302 (2,3,4) -
2017-05-10 23:41 JeZag: this should feel pretty distinctive tho xd
2017-05-10 23:41 Flezlin: yea
2017-05-10 23:42 Flezlin: also
2017-05-10 23:42 Flezlin: mind addressing 00:31:532 (1,2,3) - for a moment?
2017-05-10 23:42 JeZag: yeah
2017-05-10 23:42 JeZag: my original logic here
2017-05-10 23:42 JeZag: was that it wasnt the orignal 3 stack
2017-05-10 23:42 JeZag: 00:25:123 (1) -
2017-05-10 23:43 JeZag: this used to be a triple stack because i didnt want players moving quick from nothing
2017-05-10 23:43 JeZag: but changing this to slider makes this super easy to read as opposed to space triple
2017-05-10 23:43 JeZag: so im going to do the same fix here probably
2017-05-10 23:43 JeZag: aka, im going to make the triplet into a short slider
2017-05-10 23:43 Flezlin: wait
2017-05-10 23:43 JeZag: my thinking behind not making this spaced
2017-05-10 23:43 JeZag: is because the shape of 00:31:668 (2) -
2017-05-10 23:44 JeZag: is too awkward to lead in with spaced triple
2017-05-10 23:44 Flezlin: hmm
2017-05-10 23:44 JeZag: 00:31:123 (1) -
2017-05-10 23:44 Flezlin: just change the shape tbh lol
2017-05-10 23:44 JeZag: also the tail sorta points weirdly
2017-05-10 23:44 JeZag: sorta dont wanna
2017-05-10 23:44 JeZag: i want 2 to be a "U" shape
2017-05-10 23:44 JeZag: because then it leads into 3
2017-05-10 23:44 Flezlin: alright
2017-05-10 23:44 JeZag: there are more things
2017-05-10 23:44 JeZag: like the tail of 2 is blanketed by 00:32:213 (1) -
2017-05-10 23:44 Flezlin: but its honestly better i think to keep the rhythm consistent
2017-05-10 23:44 JeZag: and also stacked with 00:32:486 (1) -
2017-05-10 23:45 JeZag: yeah
2017-05-10 23:45 JeZag: oh im planning to make 00:31:532 (1) a 1/4 slider
2017-05-10 23:45 JeZag: so will be rhythm consistent
2017-05-10 23:45 Flezlin: since its mapped the same way in every other instance
2017-05-10 23:45 JeZag: oh wait
2017-05-10 23:45 Flezlin: wait but
2017-05-10 23:45 JeZag: yeah
2017-05-10 23:45 JeZag: true true
2017-05-10 23:45 Flezlin: yea
2017-05-10 23:45 Flezlin: hmm
2017-05-10 23:46 JeZag: ive got a sorta fix atm
2017-05-10 23:46 JeZag: think about this
2017-05-10 23:46 JeZag: 00:31:941 (3) - ctrl + G this
2017-05-10 23:46 JeZag: make 00:31:668 (2) - upside down
2017-05-10 23:46 JeZag: now its easy to lead into 00:31:668 (2) - with spaced triple
2017-05-10 23:47 Flezlin: yea thats what i had in mind as well
2017-05-10 23:49 Flezlin: hmm i dont wanna be too annoying about the rhythm but im not sure about the differences between 00:28:123 (1,2) - ,00:32:486 (1,2,3,4) - , 00:36:850 (1,2,3,4) - , 00:41:213 (1,2) -
2017-05-10 23:50 JeZag: oh thats just for play diversity
2017-05-10 23:50 JeZag: otherwise im pretty sure they're the same
2017-05-10 23:50 JeZag: 00:43:395 (1,2) - here too
2017-05-10 23:51 Flezlin: 00:43:395 (1,2) - is slightly different so its fine
2017-05-10 23:51 Flezlin: but maybe see if you can swap the rhythm so its 2 kicksliders, a stream, 2 kicksliders, a stream
2017-05-10 23:52 JeZag: with regards to that, i dont think it would make a difference while playing it wont look for specific patterns like that
2017-05-10 23:52 JeZag: and if they do, either way they'll have it memorized
2017-05-10 23:53 JeZag: but i want to reveal both styles so they get used to both ways being used
2017-05-10 23:53 Flezlin: i think it'd just make more logical sense, not purely for playability
2017-05-10 23:53 JeZag: sorta with the same purpose
2017-05-10 23:53 JeZag: i dont see a need to alternate between the two
2017-05-10 23:54 JeZag: one could argue that the lack of predictability between the two is more fresh for playing
2017-05-10 23:54 JeZag: actually im not sure, dont quote me on that
2017-05-10 23:54 Flezlin: lol
2017-05-10 23:54 Flezlin: well personally i prefer a more consistent, even structure with my maps
2017-05-10 23:55 Flezlin: but that might just be preference
2017-05-10 23:55 Flezlin: uhhh
2017-05-10 23:55 Flezlin: also
2017-05-10 23:55 JeZag: i'll definitely keep this on my mind
2017-05-10 23:55 Flezlin: alright lol
2017-05-10 23:55 Flezlin: 01:58:940 -
2017-05-10 23:55 JeZag: oh btw
2017-05-10 23:55 JeZag: 03:43:121 (2) -
2017-05-10 23:55 Flezlin: the stream here
2017-05-10 23:56 JeZag: you first
2017-05-10 23:56 JeZag: yeah
2017-05-10 23:56 Flezlin: oh yea
2017-05-10 23:56 Flezlin: i misread that lol
2017-05-10 23:56 Flezlin: o
2017-05-10 23:56 Flezlin: ok
2017-05-10 23:56 JeZag: 02:00:031 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) -
2017-05-10 23:56 Flezlin: so you're making stream,jumps, right
2017-05-10 23:56 JeZag: did you think that this was supposed to be faster rhythm?
2017-05-10 23:56 Flezlin: no not the rhythm lol
2017-05-10 23:56 JeZag: when i spec ppl playing
2017-05-10 23:56 JeZag: sometimes i think that they think that
2017-05-10 23:56 JeZag: 02:00:031 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) -
2017-05-10 23:56 Flezlin: 01:59:417 (8,1) - , 01:59:963 (8,1) - you have jumps
2017-05-10 23:57 JeZag: this is like 1/6 streams
2017-05-10 23:57 Flezlin: but not 02:00:508 (8,1) - or 02:01:053 (8,1) -
2017-05-10 23:57 JeZag: my justification for that was that the first two are more "cute" and "ez"
2017-05-10 23:57 JeZag: but if i added jumps to the latter
2017-05-10 23:57 JeZag: legit it would spike the players to death when its spaced out that far
2017-05-10 23:57 JeZag: also musically, i really want to emphasize the building up
2017-05-10 23:58 JeZag: which is easier when that stream is all one piece
2017-05-10 23:58 Flezlin: ehhh but you're ignoring the structure/pattern you made with the stream jumps
2017-05-10 23:58 Flezlin: but ok
2017-05-10 23:58 JeZag: oh my reason for the initial stream jumps
2017-05-10 23:58 JeZag: 01:59:417 (8,1) -
2017-05-10 23:59 JeZag: theres a distinct THUD here
2017-05-10 23:59 JeZag: 02:00:031 (1) - same here
2017-05-10 23:59 JeZag: but the stream after wards 02:00:031 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) -
2017-05-10 23:59 Flezlin: there's the same thuds at 02:00:508 (8,1) - and 02:01:053 (8,1) - though
2017-05-10 23:59 JeZag: this also represents a new "section"
2017-05-10 23:59 JeZag: so i adhere to a different standard
2017-05-10 23:59 Flezlin: uhhh
2017-05-11 00:00 Flezlin: imo
2017-05-11 00:00 JeZag: theres a sound thats all 1/8s before this stream
2017-05-11 00:00 Flezlin: its just the same sound repeating
2017-05-11 00:00 Flezlin: just growing in intensity
2017-05-11 00:00 JeZag: do you hear the pitch going down?
2017-05-11 00:00 Flezlin: yea but its gradual
2017-05-11 00:00 JeZag: its frequency doubles at 02:00:031 (1) -
2017-05-11 00:00 Flezlin: uhhhh ok then lol
2017-05-11 00:01 JeZag: and its distinctive enough that i sorta put a "separation" between these two stream parts
2017-05-11 00:01 JeZag: as such
2017-05-11 00:01 JeZag: well thats just my theory
2017-05-11 00:01 JeZag: whether its conveyed is another story ;w;
2017-05-11 00:01 Flezlin: alright
2017-05-11 00:01 Flezlin: x_x
2017-05-11 00:01 JeZag: oh any my question now
2017-05-11 00:01 Flezlin: oh yea
2017-05-11 00:02 JeZag: 03:43:121 (2) -
2017-05-11 00:02 JeZag: so the orchestra part here
2017-05-11 00:02 JeZag: actually looks stupid to me in editor
2017-05-11 00:02 JeZag: does it play well?
2017-05-11 00:02 JeZag: 03:43:121 (2,2,2) -
2017-05-11 00:02 JeZag: and same with the one before that
2017-05-11 00:02 Flezlin: well
2017-05-11 00:02 Flezlin: 03:42:575 (1,2) - i misread this
2017-05-11 00:02 JeZag: 03:34:393 (2,2,2) -
2017-05-11 00:02 Flezlin: when i played it
2017-05-11 00:02 JeZag: yeah im definitely moving that hitcircle
2017-05-11 00:02 JeZag: too hidden
2017-05-11 00:03 Flezlin: yea lol
2017-05-11 00:03 Flezlin: other than that its fine
2017-05-11 00:03 JeZag: oh nice
2017-05-11 00:03 Flezlin: yehaj
2017-05-11 00:05 Flezlin: 03:10:939 (1,2,3,4,5,6,7,8) - yo i think it'd be sick if you made this a sliderstream
2017-05-11 00:05 Flezlin: with like 1/8 sliders, you know?
2017-05-11 00:05 JeZag: oh i know what you mean
2017-05-11 00:05 Flezlin: yea it'd just add another layer of intensity
2017-05-11 00:06 Flezlin: right before an intense section
2017-05-11 00:06 Flezlin: well
2017-05-11 00:06 JeZag: thats yeah
2017-05-11 00:06 Flezlin: right before the dro
2017-05-11 00:06 JeZag: damn now i hafta
2017-05-11 00:06 Flezlin: lol hahaha
2017-05-11 00:07 Flezlin: alright well
2017-05-11 00:07 Flezlin: cool map
2017-05-11 00:07 Flezlin: let me know when you finish lol
2017-05-11 00:07 JeZag: haha
2017-05-11 00:07 JeZag: can you do me one more favor
2017-05-11 00:07 JeZag: and post this log in forum so i can rake in some SP?
2017-05-11 00:07 Flezlin: oh sure
Kaifin
irc and mapping help
00:36 *Kaifin is editing [https://osu.ppy.sh/b/1288245 Camellia - GHOST [SPEKTRE]]
00:36 Kaifin: ok so the first major thing about making slider maps
00:37 Kaifin: is about slider velocity
00:37 Kaifin: every slider velocity change needs to make sense and be consistent
00:37 JeZag: mhm
00:37 JeZag: i see
00:38 Kaifin: stuff like 00:26:759 (1) - is awkward because of just how fast it is for seemingly no reason
00:38 Kaifin: i understand that you map the same sound
00:38 Kaifin: fast everytime
00:38 Kaifin: but it doesnt sound like that in the music
00:38 Kaifin: you can make it faster, but maybe not such a drastic change in speed?
00:38 Kaifin: from everything eles
00:38 JeZag: ah
00:38 Kaifin: the same sort of idea can be applied to the next point
00:38 Kaifin: slider shaping
00:39 Kaifin: you switch slider shapes constantly with no consistency
00:39 Kaifin: even though the sounds remain the same
00:39 Kaifin: some variety is fine, as long as its consistent and makes sense
00:39 JeZag: ahhhhhhhh
00:39 JeZag: i see
00:39 Kaifin: example 00:26:213 (1) -
00:39 JeZag: so consistent-ish shapes
00:40 JeZag: for same sounds
00:40 Kaifin: vs 00:28:395 (1) -
00:40 Kaifin: vs 00:30:577 (1) -
00:40 Kaifin: 00:32:759 (1) -
00:40 Kaifin: all 4 of those that i linked
00:40 Kaifin: have different shapes
00:40 Kaifin: and this applies to literally every slider in this section
00:40 Kaifin: 00:43:668 -
00:40 Kaifin: this part is good
00:41 JeZag: but theres no sliders there
00:41 JeZag: :'(
00:41 Kaifin: : (
00:41 JeZag: oh god, you're going to flip out
00:41 JeZag: when you get to the kiai...
00:41 Kaifin: 00:58:395 (1,2,3,4) -
00:41 Kaifin: your stream shape kinda gets messed up here
00:42 Kaifin: when making streams think in groups of 5
00:42 Kaifin: 00:57:850 (1,2,3,4,5) -
00:42 Kaifin: 1 group of 5 looks good
00:42 JeZag: wait
00:42 Kaifin: 00:58:123 (5,6,7,8,1) -
00:42 JeZag: for that stream shape
00:42 Kaifin: 2nd group of 5 looks good
00:42 JeZag: if i want to go from CW to CCW
00:42 Kaifin: 00:58:395 (1,2,3,4,5) -
00:42 JeZag: do i just go for it
00:42 JeZag: no "buffer"?
00:42 Kaifin: what do you mean
00:42 Kaifin: show me a screenshot
00:42 Kaifin: 00:58:395 (1,2,3,4,5) - this stream shape
00:42 Kaifin: you would never use on its own
00:42 Kaifin: it looks very messed up
00:42 JeZag: i did this by hand... OOPS
00:43 Kaifin: you want clean groups of 5 [generally unless it looks nice in other ways which this one does not]
00:43 JeZag: but i wanted to go from CW curvature
00:43 JeZag: to CCW curvature
00:43 JeZag: and like tone down the CW curvature
00:43 JeZag: and you get this sorta messed up curve
00:43 Kaifin: you can turn
00:43 Kaifin: as long as its on a white tick
00:43 JeZag: i see i see
00:44 Kaifin: so the random slider shapes apply double to this section that just follows
00:44 Kaifin: you should try and have your sliders relate to each other
00:44 JeZag: mhm
00:44 Kaifin: aesthetically or pattern wise
00:44 Kaifin: it just feels like you threw a bunch of sliders on the playfield
00:44 Kaifin: with no real patterning or link between them
00:45 Kaifin: patterns are just as important with sliders
00:45 Kaifin: as they are with circles
00:45 JeZag: i see
00:45 JeZag: hmm
00:45 Kaifin: 01:05:486 (1,1,1,1) -
00:45 Kaifin: like what kind of pattern is this
00:45 Kaifin: other than just like
00:45 JeZag: one of my biggest problems
00:45 Kaifin: "these are sliders"
00:45 JeZag: is that i cant overlap
00:46 JeZag: idk how to make sliders look well while overlapping
00:46 JeZag: so i go for these wack sliders
00:46 JeZag: to fill up space
00:46 JeZag: because it looks "good" to me
00:46 Kaifin: the way i see it is
00:46 Kaifin: focus on patterns first
00:46 Kaifin: then that leads to focusings on connecting your patterns together
00:46 Kaifin: u know the idea i talked about with the stream shaping
00:46 Kaifin: at 00:57:850 -
00:46 JeZag: mhm
00:46 Kaifin: how every stream should be made up of a clean group of 5 (generally)
00:46 Kaifin: think about this for patterns
00:47 Kaifin: except way more abstractly
00:47 Kaifin: i will show you example sec
00:47 Kaifin: you know about the hexagon grid right?
00:47 JeZag: yeah
00:48 JeZag: i followed the hex grid almost religiously when i started
00:48 Kaifin: 1/np
00:48 Kaifin: 00:12:153 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) -
00:48 *Kaifin is editing [https://osu.ppy.sh/b/927487 EYKHA (CV : Sawashiro Miyuki) LOU (CV : Uchida Maaya) MERYL (CV : Terui Haruka) - Delta Decision [Illuminati:on]]
00:48 Kaifin: so this is like the most _extreme_ example
00:48 Kaifin: but every pattern in a hexagon grid
00:48 Kaifin: relates to the next pattern
00:48 Kaifin: because they're placed in a way where they have relation (which makes structured)
00:49 JeZag: mhm
00:49 Kaifin: now more abstractly, especially in wub mapping you need to connect your patterns in much different ways
00:49 Kaifin: than just using a grid
00:49 Kaifin: need to find a good example sec
00:50 Kaifin: okay found it
00:50 *Kaifin is editing [https://osu.ppy.sh/b/917176 Camellia - Exit This Earth's Atomosphere [GiRLC's Intangible]]
00:50 Kaifin: 02:06:244 -
00:50 Kaifin: this is RLC's part
00:50 Kaifin: you can tell because all the objects perfectly relate to each other and are connected
00:51 Kaifin: just watching the whole segment do you understand what i mean
00:51 JeZag: yeah
00:51 JeZag: the parts girl mapped
00:51 JeZag: are a bit obv when you compare them to RLC's
00:52 Kaifin: like
00:52 Kaifin: 02:02:008 -
00:52 Kaifin: 02:02:008 (1,2,3,4,1,2,1,2) -
00:52 Kaifin: whats really the pattern here
00:52 Kaifin: there is a light zig zag thing kind of
00:52 Kaifin: but really the pattern is less "this is a cool pattern"
00:52 Kaifin: and more "these are 1/4 sliders wow"
00:52 Kaifin: you cant let simply mapping stuff as 1/4 sliders be the pattern
00:53 Kaifin: compared to 02:07:655 (1,2,3,4,5,6,7,8) - from rlc's part
00:53 Kaifin: very clear connected patterns
00:53 JeZag: do you have a portion where
00:53 Kaifin: which lead into the next pattern
00:53 JeZag: RLC does 1/4 sliders in a row well?
00:54 JeZag: consecutively, like what girl tried to do
00:54 Kaifin: unfortunately no but i have a different example i can think of
00:54 Kaifin: cause rlc didnt map more than 2 1/4 in a row in this map
00:54 *Kaifin is editing [https://osu.ppy.sh/b/1029677 Getty vs. DJ DiA - Fox4-Raize- [Extreme]]
00:54 Kaifin: my map cause i cant think of anything else, i was still kind of noob to this stuff when i made this though
00:54 JeZag: haha i have it
00:54 Kaifin: 00:29:612 -
00:55 Kaifin: to 00:31:037 - is all 1/4 sliders
00:55 JeZag: so from what im seeing
00:55 JeZag: you're making each slider engaging by changing SV and shape
00:55 Kaifin: the thing to take away from
00:55 Kaifin: is the patterning
00:55 JeZag: its obv they're paired
00:55 Kaifin: not the velocity or the shapes
00:55 Kaifin: so remember the thing about streams, groups of 5 that are connected at the beginnings/ends
00:56 JeZag: hmm
00:56 Kaifin: of each group of 5 notes?
00:56 Kaifin: its like that for the patterns
00:56 Kaifin: 00:29:612 (1,2,1) -
00:56 Kaifin: 1 pattern
00:56 JeZag: ohhhhhhhhhhhhhhh
00:56 Kaifin: if you played jsut this on its own, it'd be a clear pattern
00:56 Kaifin: 00:29:912 (1,2,1) -
00:56 JeZag: i see i see
00:56 Kaifin: this motion, a clear pattern as well
00:56 JeZag: 00:30:812 (1,2,1) -
00:56 Kaifin: 00:30:212 (1,2,1) - this ones a bit weaker, but its strucutred to make up for it
00:56 Kaifin: with 00:30:662 (2) -
00:56 JeZag: i see i see
00:56 Kaifin: like i said i was still a bit noob :^)
00:57 Kaifin: also, because of hte sound you could argue that
00:57 Kaifin: having 00:30:212 (1,2,1,2) - as a whole
00:57 JeZag: wow but thats still tons more
00:57 Kaifin: is a pattern
00:57 JeZag: than i put in... orz
00:57 Kaifin: because think of it like
00:57 Kaifin: an X
00:57 JeZag: yeah yeah
00:57 Kaifin: with 00:30:212 (1,2) - and 00:30:512 (1,2) - being different shapes to emphasize the sounds
00:57 JeZag: on top of that, zig zagging feels nice
00:59 Kaifin: anyways that covers most of the patterning stuff
00:59 Kaifin: you also have to think about stuff like slider flow more, but that comes with patterning
00:59 JeZag: okei back to my map for a sec
00:59 *Kaifin is editing [https://osu.ppy.sh/b/1288245 Camellia - GHOST [SPEKTRE]]
00:59 Kaifin: stuff like 03:31:939 (1,2,1,2,1,2,1,2,1,2,1) -
00:59 Kaifin: is a good idea
00:59 JeZag: so its pretty obv from my first kiai time
01:00 JeZag: that i done goofed
01:00 Kaifin: i wish that 03:33:439 (2) - was a part of this
01:00 Kaifin: this is a pattern
01:00 Kaifin: its good and almost fully realized
01:00 JeZag: shape
01:00 Kaifin: the next point however is
01:00 JeZag: or placement
01:00 Kaifin: as in placement
01:00 Kaifin: and shape i guess too
01:00 Kaifin: its not placed as a part of the patter so it doesnt transition well
01:00 JeZag: i see
01:01 JeZag: 03:33:711 (3) -
01:01 Kaifin: 04:13:937 (3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) -
01:01 JeZag: is this location fine?
01:01 JeZag: i dont want to put it at 03:33:302 (1) -
01:01 Kaifin: i get that theres a pattern here, but it feels weak because of all the overlapping
01:01 JeZag: because its on a different beat
01:01 Kaifin: yeah 3 is fine
01:01 JeZag: which overlaps weaken it particularly?
01:01 JeZag: 04:14:619 (4) -
01:01 JeZag: is this one like really bad
01:02 Kaifin: the whole thing
01:02 Kaifin: is pretty fucked
01:02 JeZag: i see
01:02 Kaifin: i guess that one in particular
01:02 Kaifin: but its literally the whole thing
01:02 Kaifin: cause theres no seperation between each group of 4
01:02 Kaifin: its just a big clump of notes
01:02 JeZag: 04:13:937 (3,4,1,2) -
01:02 JeZag: small clusters like these
01:02 JeZag: are they fine?
01:03 JeZag: 04:15:846 (1,2,3,4) -
01:03 Kaifin: yeah, those are fine
01:03 JeZag: 04:14:755 (1,2,3,4) -
01:03 Kaifin: im talking about
01:03 Kaifin: how the patterns overlap each other
01:03 Kaifin: like http://puu.sh/vOtUe/2f0beb152d.jpg
01:03 Kaifin: looking at this
01:03 Kaifin: its just kind of a mess
01:03 JeZag: my hope was that
01:03 JeZag: with the high AR
01:03 JeZag: it would be better to read ;w;
01:03 Kaifin: its not about reading its about aesthetic
01:03 Kaifin: and structure
01:03 Kaifin: the player can feel
01:03 Kaifin: if the map isnt structured well
01:04 Kaifin: because it feels off and bad to play
01:04 JeZag: ahh
01:04 JeZag: when is overlapping ok?
01:04 Kaifin: when theres a reason fro it
01:04 Kaifin: and its consistent
01:04 JeZag: i see
01:04 Kaifin: there is no real like
01:05 Kaifin: guideline of when its okay to overlap and when its not
01:05 JeZag: 04:09:164 (2,1) -
01:05 Kaifin: and its partially taste
01:05 JeZag: smalle stuff like this
01:05 JeZag: is ok?
01:05 JeZag: 04:10:664 (1,3) -
01:05 Kaifin: yes
01:05 Kaifin: let me give you an example
01:05 *Kaifin is editing [https://osu.ppy.sh/b/692088 Rise Against - Drones [Extra]]
01:05 Kaifin: 01:21:075 -
01:05 Kaifin: good use of overlaps
01:06 JeZag: in general, pishi and oko
01:06 JeZag: are really good at making overlaps in jumps easy to read yet fun
01:06 JeZag: i feel like
01:06 JeZag: personally i dont get aesthetics when sliders overlap
01:06 JeZag: but its an exp thing i feel
01:06 JeZag: and im not good enough to play the ones that do...
01:07 Kaifin: the next thing and last thing is
01:07 Kaifin: about aesthetics
01:07 Kaifin: slider shaping specifically
01:07 JeZag: mhm
01:07 Kaifin: ugly is subjective
01:07 Kaifin: but your map is kind of objectively ugly
01:07 JeZag: LOL
01:07 Kaifin: because of the lack of consistency between slider shapes
01:07 Kaifin: + the actual shapes themselves
01:07 JeZag: i see
01:07 JeZag: hmm
01:08 JeZag: what does that mean
01:08 *Kaifin is editing [https://osu.ppy.sh/b/1219210 Pa's Lam System - City Lights Feat. EVO+ , Jinmenusagi (Pa's Lam System Remix) [byfar x handsome]]
01:08 JeZag: like i get what it means to be consistent with other sliders
01:08 Kaifin: see how all these sliders
01:08 Kaifin: look like they relate to each other
01:09 JeZag: yeah
01:09 JeZag: wow
01:09 Kaifin: stylistically, pattern wise, and with the sounds
01:09 Kaifin: 00:41:379 -
01:09 Kaifin: while still being unique to each sound
01:10 Kaifin: now when i said
01:10 Kaifin: "ugly is subjective"
01:10 Kaifin: what i really meant by that is
01:10 Kaifin: ugly is contextual
01:10 Kaifin: 01:19:035 (1) -
01:10 Kaifin: lets say you threw this slider in any random map
01:10 Kaifin: some random anime map
01:10 Kaifin: it would be ugly as hell
01:10 Kaifin: this ugly janky ass shape
01:11 JeZag: LOL
01:11 Kaifin: stuff like 02:12:414 (2) -
01:11 Kaifin: its all complete context
01:11 Kaifin: but you need to create context
01:11 Kaifin: if you use shapes like that
01:11 *Kaifin is editing [https://osu.ppy.sh/b/990949 Nekomata Master+ - Funny shuffle [pishi's Extra]]
01:11 Kaifin: 00:09:676 (1,2) -
01:11 Kaifin: in a normal map
01:12 Kaifin: these would look and play like ass
01:12 JeZag: but in the context
01:12 Kaifin: same with stuff lik 00:20:372 (1,1) -
01:12 JeZag: they fit perfect
01:12 Kaifin: but the context of the map is that its using right angles
01:12 Kaifin: exactly
01:12 Kaifin: it fits
01:12 Kaifin: now sometimes context goes a bit far and you get stuff like alien
01:12 Kaifin: im assuming you've seen alien
01:13 Kaifin: the monstrata 8 star
01:13 *Kaifin is editing [https://osu.ppy.sh/b/978026 MAXIMUM THE HORMONE - A-L-I-E-N [Stop! Stop Winny Upload!!]]
01:13 JeZag: mhm
01:13 Kaifin: every slider is ugly
01:13 JeZag: 02:26:362 (1,2,3,4,5,6,7,8) -
01:13 Kaifin: now does every slider being ugly mean that they all fit together
01:13 Kaifin: and none of them are ugly in context?
01:14 Kaifin: that is in the eye of the beholder
01:14 Kaifin: and why there was so much drama about the map
01:14 Kaifin: also yeah this patterning is lazy lol
01:14 JeZag: mhm
01:14 JeZag: aye
01:14 Kaifin: its just zig zag ----> star ---> zig zag ----> star ----> zig zag ----> zig zag
01:14 Kaifin: in alien that is
01:14 Kaifin: at 02:26:362 -
01:15 JeZag: yep
01:15 Kaifin: monstrata maps
01:15 JeZag: also, question
01:16 JeZag: back to my map
01:16 Kaifin: ye
01:16 JeZag: how would you go about mapping the fast slider part
01:16 JeZag: 03:12:302 (1) -
01:16 JeZag: because when i was mapping this
01:16 JeZag: it really does look good to me, and they do look like they fit together
01:16 JeZag: obv now lots less so
01:16 JeZag: but how would you map something like this
01:16 Kaifin: so the first thing you need to think about is the flow
01:17 Kaifin: before worrying about aesthetic
01:17 JeZag: to make it feel "overwhelming"
01:17 Kaifin: 03:12:302 (1,1) -
01:17 JeZag: 03:12:302 (1) -
01:17 JeZag: is going down
01:17 JeZag: 03:12:575 (1) -
01:17 JeZag: this goes left
01:17 JeZag: bad?
01:17 Kaifin: this slider flow isn't good, coming out of the 03:12:302 (1) - makes you feel like you should be going down and to the right
01:17 Kaifin: a placement more like this
01:17 Kaifin: http://puu.sh/vOulp/1fa2c6ffd9.jpg
01:17 Kaifin: would be better
01:17 Kaifin: for flow
01:17 JeZag: ahh
01:17 JeZag: i see
01:18 Kaifin: as for making it feel overwhelming
01:18 Kaifin: it doesnt feel overwhelming as is, it feels random
01:18 JeZag: ahhh
01:18 JeZag: i see the difference now
01:18 JeZag: but if i want it to be overwhelming
01:18 JeZag: while still only being able to do 1/2 3/4 sliders as is
01:18 JeZag: is the current SV
01:18 JeZag: and DS between sliders
01:18 JeZag: good?
01:18 Kaifin: then using the high velocity is the way to do it
01:19 Kaifin: you dont need to DS between sliders
01:19 JeZag: i just need better flow, better shapes?
01:19 Kaifin: it doesnt have to be like
01:19 Kaifin: consistent DS or anything
01:19 Kaifin: you need better flow + shapes
01:19 JeZag: i see
01:19 Kaifin: that will make it look cooler
01:19 Kaifin: play better
01:19 Kaifin: and give the feel you want
01:19 JeZag: any shapes in particular that are just straight up bad?
01:19 Kaifin: is all of them an answer
01:19 Kaifin: it would be better to say what shapes are good
01:19 JeZag: ah
01:19 Kaifin: 03:12:575 (1) - i like this one
01:19 JeZag: which shapes are good
01:20 JeZag: for this part
01:20 JeZag: why are simple sliders bad?
01:20 JeZag: 03:13:121 (1,2) -
01:20 Kaifin: im excluding basic shapes cause like obviously 03:13:121 (1,2) - are fine
01:20 JeZag: oh
01:20 Kaifin: simple sliders raent really bad
01:20 Kaifin: just like for this sound its kind of weird and random
01:20 Kaifin: that you use simple sliders
01:20 Kaifin: after these weird ones
01:20 JeZag: i see i see
01:20 JeZag: so i either go all in
01:20 JeZag: or not at all
01:20 Kaifin: its like if monstrata stopped halfway through that alien screaming section
01:20 Kaifin: and made smooth sliders instead
01:20 Kaifin: yeah
01:20 Kaifin: all in or nothing
01:20 JeZag: haha
01:21 JeZag: 03:14:211 (1) -
01:21 JeZag: whats bad about this one
01:21 Kaifin: http://puu.sh/vOusu/712713652d.jpg
01:21 Kaifin: this curve is frucked
01:21 Kaifin: all the shapes have _potential_ to be good for the most part
01:21 Kaifin: but its the context thats making them ugly
01:21 JeZag: hmmmm
01:21 JeZag: i dont think i get why the curve is fucked
01:22 JeZag: the head is too short?
01:22 JeZag: or the fact
01:22 JeZag: that it shouldnt overlap with 03:13:666 (1) -
01:22 Kaifin: the curve is too small
01:23 JeZag: 03:14:211 (1,2) -
01:23 Kaifin: more like http://puu.sh/vOuvZ/17f117c83c.jpg is better but still looks abit bad
01:23 JeZag: would you consider this pair
01:23 JeZag: to be "good flow"?
01:23 Kaifin: yea they're decent
01:23 Kaifin: maybe pull 03:14:484 (2) - back a little
01:23 JeZag: also, why does the slider you linked
01:23 JeZag: look bad
01:23 Kaifin: and the way they related to each other
01:23 JeZag: still too little curve?
01:23 Kaifin: too little curve, but as long as its parallel with the curve from 03:14:211 (1) -
01:23 Kaifin: itll look good
01:23 Kaifin: im not gonna go through every slider
01:24 Kaifin: and tell you why it looks bad
01:24 Kaifin: because that would be a waste of time for both of us
01:24 JeZag: alright
01:24 JeZag: but as long as i can fix flow
01:24 JeZag: and make things related
01:24 JeZag: then this section is good to go
01:24 Kaifin: thats a bit of a
01:24 Kaifin: tall undertaking
01:24 Kaifin: but if you can fix the flow
01:24 JeZag: yeahhhhhhh
01:24 Kaifin: make things related both pattern wise and aesthetically
01:24 Kaifin: then yes
01:24 Kaifin: 03:16:393 -
01:24 Kaifin: why isnt this clickable
01:24 Kaifin: its so clickable sounding
01:25 JeZag: yeah, i was debating between clicking and not click
01:25 Kaifin: make it click
01:25 JeZag: but i thought it would be better to play as a slider
01:25 Kaifin: itll play worse cause it sounds so clickabl
01:25 JeZag: is having two hitcircles there
01:25 Kaifin: 03:27:302 (2,3,4) -
01:25 JeZag: and then 03:16:598 (1,2) - as is
01:25 JeZag: still good?
01:25 Kaifin: because of your rhythms so far, this will 100% be read as 1é4
01:25 Kaifin: 1/4
01:25 Kaifin: with the spacing
01:26 JeZag: hmmmm
01:26 Kaifin: yes its fine
01:26 Kaifin: like that
01:26 JeZag: most testplayers didnt misread that
01:26 Kaifin: ok
01:27 JeZag: alright thanks a lot for your time!
01:27 JeZag: ;w; i have a lot of stuff to clean up
Topic Starter
JeZag
Thanks a lot everyone!
Beafowl
Mod
22:06 JeZag: hey beafowl, its done.
22:06 JeZag: i dont think the last part is done well, so can you playtest for me?
22:06 JeZag: and ignore the first fast slider part, i will remap
22:06 Beafowl: no warmup but i can try
22:06 *JeZag is listening to [https://osu.ppy.sh/b/1288245 Camellia - GHOST]
22:08 JeZag: you might want NF for the stream and streamjumps
22:09 JeZag: im pretty sure they're not implemented well but i need feedback
22:14 JeZag: yeah tbh i just need you to eye thru the stream jumps
22:14 JeZag: you'll know once you see em
22:14 JeZag: oh you nailed the last set of stream jumps
22:15 JeZag: and regarding the fast sliders
22:15 JeZag: 03:11:757 (1) -
22:15 JeZag: i havent asked you before
22:15 JeZag: but which do you prefer
22:15 JeZag: or 04:39:573 (1) -
22:15 JeZag: which is more fun to play
22:15 JeZag: and which is better mapped
22:16 JeZag: the former was mapped without much regard to organization
22:16 Beafowl: both were painful haha
22:16 JeZag: and the 2nd was mapped with more focus to organization and structure
22:16 JeZag: haha
22:16 JeZag: oops
22:16 Beafowl: the second one looks better tho
22:16 Beafowl: much better
22:16 JeZag: ahhhh thats great to hear
22:16 JeZag: at least i can improve
22:17 Beafowl: there are no hitsounds right
22:17 JeZag: yeah
22:17 JeZag: i need to find good samples
22:17 JeZag: and or find someone to do it for me
22:18 JeZag: ah of course i havent asked
22:18 JeZag: how is it in general
22:18 JeZag: the new stuff too
22:18 Beafowl: 01:14:486 (1) -
22:18 Beafowl: did you think about using slow sliders here
22:18 JeZag: oooooooh no i have not
22:18 JeZag: but it does look like it'd play well
22:19 Beafowl: I guess it does
22:19 Beafowl: the sound just becomes pitched down
22:19 JeZag: 01:16:668 (1) -
22:19 Beafowl: just a little thought
22:19 JeZag: same here
22:19 Beafowl: yea
22:19 JeZag: i see i see
22:20 Beafowl: 01:44:758 (1) -
22:20 Beafowl: shouldnt there be
22:21 Beafowl: those 1/3 notes
22:21 Beafowl: well this is actually not that bad
22:21 JeZag: i wanted to make this intial one calmer after jumps instead of straight into 1/4s
22:21 Beafowl: its a good transition
22:21 JeZag: 1/3s
22:21 JeZag: sorta yeah
22:22 Beafowl: did you try to include both by making 1/3 sliders
22:22 Beafowl: two of them with reverse maybe
22:22 JeZag: ive not tried
22:22 JeZag: hmm but i did want this to be sustained tho
22:22 Beafowl: ok
22:23 Beafowl: 02:23:485 (1,2,3,4) -
22:23 Beafowl: this looks slightly random
22:23 Beafowl: and ugly
22:23 Beafowl: :P
22:23 JeZag: haha i'll just move 02:23:485 (1) -
22:23 JeZag: make it pretty
22:23 Beafowl: yea
22:24 Beafowl: 02:34:394 (1,2,3,4,5) -
22:24 Beafowl: same for the last note here
22:25 JeZag: okei
22:26 Beafowl: 02:59:211 -
22:26 Beafowl: not sure
22:26 Beafowl: but i think those sliders going to the blue ticks dont fit
22:26 Beafowl: I thought about 1/2
22:26 JeZag: i want them to suggest sustain
22:26 JeZag: which 1/2 doesnt do too well
22:26 Beafowl: ok
22:27 JeZag: cause something heavier in the music pops up around that spot
22:27 JeZag: im too drunk right now to carefully identify whay
22:27 Beafowl: XD
22:27 JeZag: but im almost 60% it does
22:27 JeZag: so 55% sure
22:29 Beafowl: thats it
22:29 Beafowl: masterpiece
22:29 JeZag: ahhhhhhhh thanks!
22:29 JeZag: of course
22:29 Beafowl: np
22:29 JeZag: thats after i can fix the first quick kiai time
22:29 JeZag: and then find great hitsounding
22:29 JeZag: but thanks!
22:29 JeZag: hey hey
22:29 JeZag: can you post the log?
22:30 Beafowl: ok

Good luck :D
Bluekrait
JeZag's #modhelp super short chat mod

SPEKTRE
22:20 JeZag: yooooo
22:20 JeZag: pm'ing for mod
22:20 Bluekrait: receiving pm for mod
22:20 *JeZag is editing [https://osu.ppy.sh/b/1288245 Camellia - GHOST [SPEKTRE]]
22:20 JeZag: !!!
22:21 JeZag: just to be a bit particular, this is more likely headed for loved than anything else but i still want it to be for-rank quality
22:21 JeZag: if makes any sense
22:22 Bluekrait: eww loved
22:22 Bluekrait: you want loved or ranked?
22:22 JeZag: i want it ranked too ><
22:22 JeZag: you take a look and be judge
22:22 JeZag: i have a lot of testplays
22:22 JeZag: but not enough mapper mods
22:23 JeZag: the current is the one thats not [old kiai]
22:31 Bluekrait: will be finished in ~4 hours
22:32 JeZag: ahhhhh thanks!
22:32 JeZag: take your time, dont kys!
22:32 Bluekrait: kys?
22:32 JeZag: you can put it off for a bit, i wont be able to see til tomorrow evening cause of business
22:32 JeZag: "kill urself"
22:32 Bluekrait: ahh ok, i dont plan to ^^
23:51 Bluekrait: oh man so im goin over your map atm, it's pretty messy (for ranked standards)
23:51 Bluekrait: i think you have better shot loved for this
23:51 JeZag: ah i thought so ><
23:52 Bluekrait: its not bad, per say...
23:53 Bluekrait: it might be because i cant play it that im not able to properly mod it :/
23:53 JeZag: haha im in no position to comment
23:54 JeZag: cause i cant even pass HT
23:54 Bluekrait: people say to map only maps you can play, but a lot of that is bs imo
23:55 Bluekrait: you just gotta study maps
23:55 JeZag: i feel like its just to scare off new comers from spewing out "jump practice" maps and clogging everything up
23:56 Bluekrait: there are worse things than jump practice maps *shivers*
23:56 JeZag: haha ive never had to dig that deep cause i dont actively look for them
23:56 JeZag: and noone comes to me for testplays
23:57 Bluekrait: do you have another map that you would like modded?
23:57 Bluekrait: I feel bad that i cant properly mod this one
23:58 JeZag: hahaha nah sorry its just this one ><
23:58 JeZag: did it on a whim cause i love the song and the other maps of this dont play well period
23:58 Bluekrait: for the most part, you got flow down, combos a bit iffy, streams ughh, theyre really messy
23:58 JeZag: and now that ive started im committing
23:58 JeZag: LOL
23:58 JeZag: feelsbadman
23:58 Bluekrait: yea, yours plays well
23:59 Bluekrait: 04:00:030 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4) - streams like this are kinda ugly
23:59 JeZag: in my defense
23:59 JeZag: 04:01:666 (1,2,3,4,1,2,3,4) -
23:59 JeZag: this makes it a lot easier to play from what ive seen from testplayers
00:00 JeZag: 04:01:257 (1,2,3,4,5,6,1,2,3,4,1,2,3,4) -
00:00 JeZag: yeah this particularly ugly bit
00:01 Bluekrait: cant say much since i cant play it though
00:01 Bluekrait: sorry :c
00:02 JeZag: haha no worries at all
00:02 JeZag: hey hey, if you have any maps either just hmu
00:02 JeZag: i need 100 SP to push this to loved
00:02 JeZag: and its pretty much what im gunning for cause any experienced modder is going to tear it to shreds
00:03 JeZag: as i've said, ive only gotten a bunch of testplay feedback
00:03 JeZag: but no actual modder feedback
00:03 JeZag: (except kaifin who has already shat on it...)
00:03 Bluekrait: modder feedback fo this thing is not going to be fun to write
00:03 Bluekrait: ive pretty much summed up the reasons though
00:04 JeZag: thanks for your time!
00:04 Bluekrait: it will take quite a bit of remapping, but you can do it!
Deramok
m4m as requested. i assume the old kiai thing is just there for preservation.

  1. 00:15:850 (2) - why not like 00:18:032 (2,3) - would make sense to have it that way from the beginning instead of just starting in the middle of it
  2. 00:27:168 (1,2) - bit of a general note for the part, you often just skip these 1/4 while mapping the majority of them, so it might be odd to just not be playing them whenever. i'd advise mapping all the occasions
  3. 01:07:123 (1,1) - how about making those a tick longer and leaving a little gap to the next object. because 01:07:395 (2,2) - don't have a drum on them like 01:06:850 (3,2,2) - all do. would be nice to differentiate like that.makes for a more interesting rhythm too
  4. 01:14:895 (2) - lower spacing to 1 and keep it the same as is to 3 for better contrast. otherwise everything seems mushed together without emphasis on anything (here it works kinda 01:16:259 (4) - )
  5. 01:24:032 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - the spiral could really look better, especially the first half of it
  6. 01:28:667 (1,2) - this one is so much heavier than it's preceeding two counterparts, but it's mapped the same way. might want to do something fancier. one way to do the section would be with a rhythm like http://puu.sh/vSNDD/f29740337e.jpg . also the reverse you have there atm is utterly pointless since it has no realy follow up or concept to it. or at least i don't see it. along with that rhythm some spacing and flow choices may also vary, up to you. similar things also apply to the second part of the section
  7. 02:03:985 (1) - a lot of these start early. i think you might need 1/12 snap to get these down properly
  8. 02:19:667 (1,2,3,4,5,6,7,8) - i see how you use a messy style for most of the map, probably due to the song's nature. but i think going orderly in this part might be a nice contrast and befitting of the accurately hitting goth instrument in it
  9. 04:09:573 (1) - make this two circles to emphasise the drum kicks as you use to for the rest of the part and maybe do womthing like http://puu.sh/vSOy7/1e65fc80dd.jpg on 04:09:846 (2) - for the same reason (in 04:11:210 (1) - this pattern too). imo that makes for a more interesting rhythm and doesn't just blend over the different kinds of sounds as much because now eveything just kinda plays the same in those patterns
  10. 04:12:437 (2,1) - would suggest making two longer and just adding a note after it like http://puu.sh/vSOFZ/715b9be6ab.jpg . reason being emphasis of drums and the held sound as well as differentiation of 04:12:573 (1) - from 04:12:710 (2,3,4) -
  11. 04:19:528 (1) - make it a single, on the other 1/4 sliders here you actually have distinct 1/4 sounds, so making this the same is not representative
  12. 04:27:300 (5,9,5) - these are drum kicks rather than the sounds that make up the rest of the streams, those even take a break on the kicks. so instead of just slapping one stream over it, i'd recommend doing something with either sliders or varying spacing for them. small split streams can work for example. http://puu.sh/vSOZk/924e6a1d59.jpg would be one way with the white ones maybe having a slower sv or coming from a different direction and havinga red anchor
bit short, but i don't really know much on modding maps like this. i tred.
Topic Starter
JeZag

Deramok wrote:

m4m as requested. i assume the old kiai thing is just there for preservation.

  1. 00:15:850 (2) - why not like 00:18:032 (2,3) - would make sense to have it that way from the beginning instead of just starting in the middle of it
    reason for 00:15:305 (1,2,3,4) is to establish the point of the repeats (i.e. the repeating 4 notes in the background). Afterwards, the repeats no longer follow the repeated notes exactly but the heartbeat instead.
  2. 00:27:168 (1,2) - bit of a general note for the part, you often just skip these 1/4 while mapping the majority of them, so it might be odd to just not be playing them whenever. i'd advise mapping all the occasions
    specifically, i skip the 1/4 only before big beats and sliders, because I feel that playing the 1/4 there takes away from the emphasis of these fast sliders and big beats.
  3. 01:07:123 (1,1) - how about making those a tick longer and leaving a little gap to the next object. because 01:07:395 (2,2) - don't have a drum on them like 01:06:850 (3,2,2) - all do. would be nice to differentiate like that.makes for a more interesting rhythm too
    your suggestion is good for differentiation, but I dont want it to be different because I want to follow the screechy noise, which almost requires clicks on 01:07:395 (2,2) -
  4. 01:14:895 (2) - lower spacing to 1 and keep it the same as is to 3 for better contrast. otherwise everything seems mushed together without emphasis on anything (here it works kinda 01:16:259 (4) - )
    simply due to the rhythm difference (the kick sliders), the emphasis is different. i will tweak spacing around a bit anyway.
  5. 01:24:032 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - the spiral could really look better, especially the first half of it
    i like the way it looks but i'll ask others
  6. 01:28:667 (1,2) - this one is so much heavier than it's preceeding two counterparts, but it's mapped the same way. might want to do something fancier. one way to do the section would be with a rhythm like http://puu.sh/vSNDD/f29740337e.jpg . also the reverse you have there atm is utterly pointless since it has no realy follow up or concept to it. or at least i don't see it. along with that rhythm some spacing and flow choices may also vary, up to you. similar things also apply to the second part of the section
    it would make it more interesting, but I want to set the groove for the rest of the section with the same rhythm. besides, the thing i'm following is pretty same and level throughout this little bit.
  7. 02:03:985 (1) - a lot of these start early. i think you might need 1/12 snap to get these down properly
    i will ask others too and then judge
  8. 02:19:667 (1,2,3,4,5,6,7,8) - i see how you use a messy style for most of the map, probably due to the song's nature. but i think going orderly in this part might be a nice contrast and befitting of the accurately hitting goth instrument in it
    this looks dirty in editor but plays very straightforward in game. i think its good as is
  9. 04:09:573 (1) - make this two circles to emphasise the drum kicks as you use to for the rest of the part and maybe do womthing like http://puu.sh/vSOy7/1e65fc80dd.jpg on 04:09:846 (2) - for the same reason (in 04:11:210 (1) - this pattern too). imo that makes for a more interesting rhythm and doesn't just blend over the different kinds of sounds as much because now eveything just kinda plays the same in those patterns
    to some degree, i want it to. this is supposed to parallel 01:06:304 (1) - in the previous part, but be slightly different due to the new percussive rhythm. So clicking the tail might be better to express solely the drums, but slider better captures what I want out of this section.
  10. 04:12:437 (2,1) - would suggest making two longer and just adding a note after it like http://puu.sh/vSOFZ/715b9be6ab.jpg . reason being emphasis of drums and the held sound as well as differentiation of 04:12:573 (1) - from 04:12:710 (2,3,4) -
    i like this; i will try to implement this.
  11. 04:19:528 (1) - make it a single, on the other 1/4 sliders here you actually have distinct 1/4 sounds, so making this the same is not representative this isnt supposed to be like the other 1/4 sliders. instead, its supposed to feel like a 1/2 slider like the other 1/2 slider sounds, except cut short by the next section.
  12. 04:27:300 (5,9,5) - these are drum kicks rather than the sounds that make up the rest of the streams, those even take a break on the kicks. so instead of just slapping one stream over it, i'd recommend doing something with either sliders or varying spacing for them. small split streams can work for example. http://puu.sh/vSOZk/924e6a1d59.jpg would be one way with the white ones maybe having a slower sv or coming from a different direction and havinga red anchor
    for the sake of drawing a parallel to the last time this was done, I'll keep this as is.
bit short, but i don't really know much on modding maps like this. i tred.
thanks for mod! every little bit helps
CucumberCuc
Hi
M4M

[SPEKTRE]
00:30:986 (3) move down
00:38:077 (1,2,3) do far
01:17:623 (4,1,2) try make triangle?
01:20:486 (4) move down
01:23:077 (2) - 01:23:759 (3) overlap
01:44:758 maybe remove slider and do stream?
01:48:576 (1,1) do far
maybe contunie map to 05:22:935?
That's all I could find in the best of its knowledge

cool map and music ^o^
Topic Starter
JeZag

CucumberCuc wrote:

Hi
M4M

[SPEKTRE]
00:30:986 (3) move down give me a reason to move and i might consider. right now i think its fine as is cause distance between 00:30:850 (2,3) - is pretty consistent for similar parts across this section
00:38:077 (1,2,3) do far far from each other like make it spaced triple? or do you mean increase 00:37:668 (1,1) - this jump? either way,
i think both are consistent with what i have currently so i will keep.

01:17:623 (4,1,2) try make triangle? its a good suggestion but incredibly difficult to implement without moving a lot of stuff and remapping.
and right now, altho square doesnt look very good, i think it plays as i want to (sort of uncomfortably)

01:20:486 (4) move down again, give me a reason why. i think this is good here because moving it down would break the string between 01:19:941 (2,3,4) -
01:23:077 (2) - 01:23:759 (3) overlap pushed them slightly away to not overlap
01:44:758 maybe remove slider and do stream? from a playing perspecitve i dont want to immediately want to go from 01:44:213 (1,2,3,4) - jumps to spaced 1/3 stream (it will be pretty hard to read and hit), so i make this slider as a "buffer" or break.
01:48:576 (1,1) do far i want to make this grow smaller, so the close distance is on purpose
maybe contunie map to 05:22:935? i do not map the rest because from a playing perspective, there is no point playing this slow part after the fast, fun part. i will elaborate on why i think it is not worth mapping if you want.

That's all I could find in the best of its knowledge

cool map and music ^o^
thanks lots for the mod!
qwr
misc complaints and carping
00:43:668 (1) - this part is too tiring for my poor fingers (it's not even the most intense part)
01:07:532 (3,1) - slightly bothers me for no reason
01:30:485 (3,1) - random jump?
01:32:122 (3,1) - I think should be closer
01:38:940 (3,1) - not as bad as the last jump but still annoys me
01:53:940 (3,1) - too much direction change I think
02:01:599 (4,1) - but why
Also the whole ghosty section is mapped with groupings of 4 and idk if that's actually the harpsichord melody (hard to hear)
03:12:302 (1,2) - mmm I love me some symmetry
04:01:939 (1) - why sharp angle change :(
05:11:480 (1,2,3,4,1,2,3,4) - I think it's too hard but maybe not
It may seem like my criticism is random and it kinda is so take it with a grain of salt that I can't even play this bpm
Topic Starter
JeZag

qwr wrote:

misc complaints and carping
00:43:668 (1) - this part is too tiring for my poor fingers (it's not even the most intense part)
i want ur fingers to feel raw just like a snare after this section xd
01:07:532 (3,1) - slightly bothers me for no reason but S Y M M E T R Y tho
01:30:485 (3,1) - random jump?
my intnetion was to make every grouping of 3 distinct for parts like these, and this was my method of accomplishing it. i might just make this connected tho, let me think about it
01:32:122 (3,1) - I think should be closer this jump is gud imo
01:38:940 (3,1) - not as bad as the last jump but still annoys me same as before, i'll consider
01:53:940 (3,1) - too much direction change I think based on testplays ive witnessed, it seems fine (and its a big emphasis too)
02:01:599 (4,1) - but why cause fuk ur combo :^)
Also the whole ghosty section is mapped with groupings of 4 and idk if that's actually the harpsichord melody (hard to hear) this part seems to play by groups of 2, which i did, and to a lesser degree groups of 4
03:12:302 (1,2) - mmm I love me some symmetry glad u lik
04:01:939 (1) - why sharp angle change :( for the extra umph
05:11:480 (1,2,3,4,1,2,3,4) - I think it's too hard but maybe not this has the same distance as the previous sliderjump distances, and even if you think every is too intense, maybe it is. but i think this is the best way to represent this section, which for some reason is mono-intensity (not increasing in intensity) yet somehow needs to be very intense

It may seem like my criticism is random and it kinda is so take it with a grain of salt that I can't even play this bpm
thanks for your input, i cant make everyone happy but i try ;w;
30201102
[Spektre]
  1. I think your timing offset may be 5-10 ms too late. It's noticeable in the following sections: 01:31:667 (1,2,3,1,2,3) - 01:36:031 (1,2,3,1,2,3) - 01:40:394 (1,2,3,1,2,3) - , especially when you listen on 25%.
  2. 00:25:668 (1) - you could move this note to snap with 00:24:578 (2) -
  3. The note density of the first 2 intense sections (starting 01:01:123 - and 01:27:304 - ) is skewed towards the left side of the screen. That is, there seems to be way more going on on the left half.
  4. For the section starting 01:05:486 - and ending 01:18:032 - , I would recommend lowering the volume on all slidertails that aren't mapped to anything in the BGM,
    (which is all the kicksliders as well as some of the longer ones too), or switching to a softer custom sampleset. It's labour intensive but it typically demonstrates higher map quality
  5. There are a few stacked timing points (red and green at the same time) which have different volumes. I don't know if you can get disqualified for that but honestly I would just fix it so that some random BN doesn't try to pull some shit. Here's a list: 01:27:304 - 02:02:213 - 02:19:667 - 02:35:485 - 04:03:301 - 04:48:028 - 04:48:300 - 04:50:209 - Just bring the red line to the same volume as the green line, nothing actually changes
  6. In general I'd say you need some more hitsounds, as I didn't really notice any while playing. Maybe a custom snare and a kick as they are quite common for dubstep type maps. Maybe not in the section with all the triplets but for sure in other intense sections
  7. You could snap 01:56:895 (3) - with 01:57:849 (1) - (and shift the whole pentagon pattern 01:57:849 (1,2,3,1,2) - )
  8. 02:23:212 (3,4,1,2,3,4) - You could create a triangular pattern here so that each arm is rotated by 120 (basically just move 02:23:894 (4) - down a little)
  9. If 02:41:211 (2) - was snapped with 02:39:848 (3) - you could create a cool "going back on previous notes" effect
  10. 03:38:484 (1,1,1,1,1,1,1) - Not really sure why the last three notes here don't follow the same curve as the previous notes
  11. 04:03:301 (1,2,1,2,1,2) - I think a triplet pattern here would be more intuitive since the player hears the triples in the music start near the end of 04:02:211 (1) - this long slider. Putting a 1/4ths might be a bit confusing
  12. 04:04:391 (1,1,1) - I recommend quietening these slidertails since the music isn't that loud here
  13. 04:31:391 (1,1) - restack these 2 sliders, they are off by a bit
  14. 04:34:937 (1,2,3,4,5,6,7,8) - I think this bit would look better if manually stacked into a curve
  15. 04:51:503 (2,3) - Restack these 2
  16. 05:13:117 (1,2,1,2,1,2) - Same thing with the triplet pattern here as with 04:03:301 (1,2,1,2,1,2) -
  17. It feels like you have a bit too much kiai. It seems that excluding a few breaks the entire back half is kiai'd. I feel that 04:03:301 (1,2,1,2,1,2) -this stream in particular doesn't deserve a kiai, and apart from this section starting at 04:39:301 - which is clearly the climax, maybe choose one other section to accentuate. Especially since you use 5 very dark combo colors and one really light one, the overuse of kiai can be a bit blinding
  18. 05:14:207 (2) - NC here?
Both our maps are 7.07 stars lol
Winnie
Placeholder for tomorrow
Topic Starter
JeZag
i havent gotten around to hitsounding yet, so i'll put off all the comments regarding hitsound volume and stuff until i get that stuff sorted out ^^

30201102 wrote:

[Spektre]
  1. I think your timing offset may be 5-10 ms too late. It's noticeable in the following sections: 01:31:667 (1,2,3,1,2,3) - 01:36:031 (1,2,3,1,2,3) - 01:40:394 (1,2,3,1,2,3) - , especially when you listen on 25%.
    i disagree that timing is off, but i definitely agree that my current rhythm is off, particularly at 01:36:122 (2,3,1,2,3) - and 01:40:485 (2,3,1,2,3) - but i want to keep this constant triplets because the "correct" rhythm involves shifting both of these forward 1/12 of a beat, and thats just stupid to play rhythmically imo...
  2. 00:25:668 (1) - you couldmove this note to snap with 00:24:578 (2) - done
  3. The note density of the first 2 intense sections (starting 01:01:123 - and 01:27:304 - ) is skewed towards the left side of the screen. That is, there seems to be way more going on on the left half. oh looking back its definitely skewed left, but imo its not too big of a deal as there is still some spacing and movement diversity (and im also too lazy to remap... oops)
  4. For the section starting 01:05:486 - and ending 01:18:032 - , I would recommend lowering the volume on all slidertails that aren't mapped to anything in the BGM,
    (which is all the kicksliders as well as some of the longer ones too), or switching to a softer custom sampleset. It's labour intensive but it typically demonstrates higher map quality this is something i'll keep in mind either when i find someone to hitsound or i actually suck it up and do em all
  5. There are a few stacked timing points (red and green at the same time) which have different volumes. I don't know if you can get disqualified for that but honestly I would just fix it so that some random BN doesn't try to pull some shit. Here's a list: 01:27:304 - 02:02:213 - 02:19:667 - 02:35:485 - 04:03:301 - 04:48:028 - 04:48:300 - 04:50:209 - Just bring the red line to the same volume as the green line, nothing actually changes i'll keep this one im mind too, thx!
  6. In general I'd say you need some more hitsounds, as I didn't really notice any while playing. Maybe a custom snare and a kick as they are quite common for dubstep type maps. Maybe not in the section with all the triplets but for sure in other intense sections HAHAHA... oops
  7. You could snap 01:56:895 (3) - with 01:57:849 (1) - (and shift the whole pentagon pattern 01:57:849 (1,2,3,1,2) - ) this is something i chose not to snap simply because i wanted 01:57:849 (1) - to feel like it was sorta inbetween 01:57:440 (3,3) , which isnt captured by stacking.
  8. 02:23:212 (3,4,1,2,3,4) - You could create a triangular pattern here so that each arm is rotated by 120 (basically just move 02:23:894 (4) - down a little)i see the triangle, and yeah i admit its more aesthetic, but i want to keep 02:23:348 (4,3,4) - align and perpendicular with 02:23:485 (1,2)
    just so it still keeps some aesthetics while still not being toooo far from 02:24:030 (1)
  9. If 02:41:211 (2) - was snapped with 02:39:848 (3) - you could create a cool "going back on previous notes" effect i feel like stacking it wont have as much "movement", which i wanted to capture by this small burst section
  10. 03:38:484 (1,1,1,1,1,1,1) - Not really sure why the last three notes here don't follow the same curve as the previous notes this is what i get for eyeballing... i tried to fix a bit, but honestly while playing it shouldnt be too big even if off by this much. still touched it up.
  11. 04:03:301 (1,2,1,2,1,2) - I think a triplet pattern here would be more intuitive since the player hears the triples in the music start near the end of 04:02:211 (1) - this long slider. Putting a 1/4ths might be a bit confusing triplets are easy to play, but it doesnt fit the music here. i will definitely mute that slider tail to make sure it doesnt disturb as much as it does currently tho
  12. 04:04:391 (1,1,1) - I recommend quietening these slidertails since the music isn't that loud here will keep this in mind
  13. 04:31:391 (1,1) - restack these 2 sliders, they are off by a bit fixed
  14. 04:34:937 (1,2,3,4,5,6,7,8) - I think this bit would look better if manually stacked into a curve you're right. it will also fix it for any HR players too
  15. 04:51:503 (2,3) - Restack these 2 fixed
  16. 05:13:117 (1,2,1,2,1,2) - Same thing with the triplet pattern here as with 04:03:301 (1,2,1,2,1,2) - i would if i could, but the rhythm doesnt permit. i will muffle 05:12:026 (1) - tail tho
  17. It feels like you have a bit too much kiai. It seems that excluding a few breaks the entire back half is kiai'd. I feel that 04:03:301 (1,2,1,2,1,2) -this stream in particular doesn't deserve a kiai, and apart from this section starting at 04:39:301 - which is clearly the climax, maybe choose one other section to accentuate. Especially since you use 5 very dark combo colors and one really light one, the overuse of kiai can be a bit blinding
  18. 05:14:207 (2) - NC here? ok
Both our maps are 7.07 stars lol 7.07 is .7 away from jackpot :'(
thanks for the mod!
Winnie
Hello from modding queue



[SPEKTRE]
Could probably use 0D9 I don't see the harm in it. Especially since it's already pushed to 9 stars
00:25:123 (1,2) - Really does seem that you pushed SV beyond. It just doesn't seem like its proper with the music itself. Yes it does work as a whole but the SV being outlandishly high doesn't make for a clean spectacle
00:26:213 (1) - Probably could use a finish on sliderstart
00:28:123 (1,2) - Your 1/4s here is breaking the rhythm because I don't think it's necessary just to throw 1/4 in a map to help make difficulty feel like its hard.
Could've mapped it 2 different ways. To have a 4 note stream with low hitnormals so it'll blend with the music or to use this rhythm instead of the 1/4. Plus it wouldn't make sense to have these 1/4s here and then the rest of the section has regular sliders
00:41:213 (1,2) - Same as ^
00:43:395 (1,2) - Nice this is how 1/4 should feel like
00:59:486 (1) - Was this intentional? It ends on a different snap than a blue one and it doesn't align with what the others have
01:44:758 (1) - Quite a regular slider for something with such intricate sounds while this one is crazy shaped but straight forward sounds 01:45:304 (1) -
04:38:482 (1,2,3,4,5,6) - Intensity quite too high or jumps for what seems like low sounds in the music

I mean there really isn't enough to say. Some people may play it poorly because of what it is some may say its badly mapped and thus playing feels strange. I mean there isn't MAJOR MAJOR PROBLEMS It's just simple it its own way and that's the best I can tell you.
Topic Starter
JeZag

Kocari wrote:

Hello from modding queue



[SPEKTRE]
Could probably use 0D9 I don't see the harm in it. Especially since it's already pushed to 9 stars can do
00:25:123 (1,2) - Really does seem that you pushed SV beyond. It just doesn't seem like its proper with the music itself. Yes it does work as a whole but the SV being outlandishly high doesn't make for a clean spectacle this one is already a little nerfed (1.75 as opposed to the typical 2.0) but i'll consider nerfing it a bit more just as the first of this kind. considering 1.5 SV...
00:26:213 (1) - Probably could use a finish on sliderstart i will deal with hitsounding later... orz
00:28:123 (1,2) - Your 1/4s here is breaking the rhythm because I don't think it's necessary just to throw 1/4 in a map to help make difficulty feel like its hard.
Could've mapped it 2 different ways. To have a 4 note stream with low hitnormals so it'll blend with the music or to use this rhythm instead of the 1/4. Plus it wouldn't make sense to have these 1/4s here and then the rest of the section has regular sliders i threw this in so that 00:41:213 (1,2)
wouldnt be the first time i use kicksliders for this purpose. altho i could change both to streams, i like how the latter feels.

00:41:213 (1,2) - Same as ^ the reason this particular one is kicksliders is because i feel like it feels better to play into the rhythm that is 00:41:486 (1,2,3,1) (citations needed)
00:43:395 (1,2) - Nice this is how 1/4 should feel like to me, this sounds like the previous part, altho certainly the circumstances change that make this LOTS better as kicksliders (particularly 00:43:668 (1,2,3,4,5) up next)
00:59:486 (1) - Was this intentional? It ends on a different snap than a blue one and it doesn't align with what the others have unintentional, must have snapped to a 1/3 tick some time during mapping. fixed
01:44:758 (1) - Quite a regular slider for something with such intricate sounds while this one is crazy shaped but straight forward sounds 01:45:304 (1) -
in my mind, 01:44:758 (1) represents the one "break" the player has between these two intense-ish sections and also is pretty straightforward (im ignoring the triplets, again for transition).
meanwhile, altho 01:45:304 (1) has straightforward sound, i want it to play like what it sounds: a burst (and this was my representation of it)

04:38:482 (1,2,3,4,5,6) - Intensity quite too high or jumps for what seems like low sounds in the music i will get feedback on it, but my take on it is that it isnt too intense due to easy readability (just up and down) despite relatively large distance. i will ask around.

I mean there really isn't enough to say. Some people may play it poorly because of what it is some may say its badly mapped and thus playing feels strange. I mean there isn't MAJOR MAJOR PROBLEMS It's just simple it its own way and that's the best I can tell you.
thanks a lot for the mod! i get your sentiment in the mod, cause i sorta feel it myself. this map feels sub-ranked quality even though nothing is blatantly wrong with it. rather, its just everywhere (aesthetics could be improved, patterns could be better, things are inconsistent, etc etc. )
even so, i want to sorta gauge how far i am from ranked before pushing this into loved (if possible).
Celektus

From Celektus' Hitsounding Queue


Here's a Link to an .osz with all the Hitsounds and some customs I added just for fun. In case you made some changes or want to add new diffs use this Tool to copy all the Hitsounds to other diffs. You might wanna edit the Volume of the timing points a bit since I think that's a creative aspect that should be up to you. Also a little mod cause why not

[SPEKTRE]

  1. try and find a BG that's maybe 1920x1080px since that's highest standard right now. You can also use this site to upscale pictures http://waifu2x.udp.jp/
    but that might not be perfect

  2. you have a lot of sliders that start on a Strong sound and end on one in sections that don't seem like they are trying to or are necessary to undermap in.
    For example this slider 00:26:759 (1) - starts on a strong Snare sound and ends on a a bit weaker, but still worth clicking Kick sound in my opinion. This happens from time to time and I think it's probably rankable, but still making all the necessary sounds clicked would be a bit better I'd say

  3. another thing I guess that's still very subjective, but could be improved would be how you blanket and overlap your wub sliders.

    Especially section like these 02:02:213 (1,1,1,1,1,1,1,1,1,1,1,1,1) - have some unnecessary slider body overlapping or unequal distances between sliders.

    here are a few example, but make sure to think about this yourself I just think that how your sliders relate to each other could be improved without too much effort and some trial and error. I'm not linking timestamps since this is a major complaint that happens all over the place





    this one as I pointed out with those colored lines has unequal distances from one slider to the next the lower half blankets the slider perfectly while the red anchor on the 1 just seems to be unrelated for no reason. I'm not sure how much you like this, but to me having these sliders not perfectly blanket is ok yet the distance or something else should be related.






    You also have some slightly off blankets. This one particularly sticks out since it needs like an extra note to be overlapped like I did if you want to get it perfect. So instead of pointing out single blankets look through most of yours and look if the approach circle is always equally overlapping the border, Head and End.




    lastly I wanna point out your slider body overlaps. most of the time these only look good if they are like tangential like this one. I'll list of a box full of suboptimal examples of your slider body overlapping and If you think any of my suggestions need more in depth explanation fell free to message me so I we can talk about each and every slider or whatever.


    example place saver I guess




    Especially this one

Celektus

Kocari wrote:

00:26:213 (1) - Probably could use a finish on sliderstart
I did that yay~
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