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Drop - Granat

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Topic Starter
Respirte
This map has been deleted on the request of its creator. It is no longer available.
ValeTheBuppy
[size=1Light's insane[/size]
i think there should be hitsounds
00:03:928 (6,7,1) - not that necessary for a transition
00:06:249 (1,2,3) - i think it should be a triangle pattern
00:08:735 (2,3) - needs to be a bit more spaced out and add some circles
00:10:725 (2,3,4) - 00:12:217 (1,2,3) - needs to be spaced out
00:15:201 (5,6,7) - try to use a different pattern
00:19:843 (5,1) - space out instead of overlap
00:19:843 (5,1) - 00:34:100 (1,2,3,4,5,6) - space out more difficult
Topic Starter
Respirte

GinjataterGD wrote:

[size=1Light's insane[/size]
i think there should be hitsounds There are a few, but you're right. The hitsounds need some working on
00:03:928 (6,7,1) - not that necessary for a transition Not sure what you mean by this, but I made a small tweak to that section anyway to make it slightly more snappy
00:06:249 (1,2,3) - i think it should be a triangle pattern It's a very flat isosceles now
00:08:735 (2,3) - needs to be a bit more spaced out and add some circles Looking to keep the tight sliders because aesthetics. Widened the angles slightly.
00:10:725 (2,3,4) - 00:12:217 (1,2,3) - needs to be spaced out Changed 00:10:725 (2,3,4,5) but going to leave 00:12:217 (1,2,3) as is for now
00:15:201 (5,6,7) - try to use a different pattern (6,7) got the ctrl+g treatment. The pattern was slightly less comfortable before.
00:19:843 (5,1) - space out instead of overlap fixed
00:19:843 (5,1) - 00:34:100 (1,2,3,4,5,6) - space out more difficult I think the spacing here is fine for this difficulty setting
Thanks for the mod! :D
Pok0555
Hi, I'm from my NM queue
First of all, I will not mod The Extra diffs (like my rules stated)
Second of all, I will not mod Another, Light Insane and Murp's Easy cuz those diffs looks fine to me

General

I. -Hitsounds-
1. Don't keep your hitsounds 100% all the time, it's hard for players to hear the music if all they hear are hitsounds
2. I highly recommend you not using normal hitsounds on this song, this song is very calm, I suggest using the soft hitsounds more often

II. -Design-
1. Your map has enabled countdown, since your map starts too early, you can't have countdowns in your map, go to son_setup/design to disable it
2. Your map doesn't have any storyboards, go to song_setup/design and disable widescreen support to reduce lag
3. Change the combo colors, I highly recommend you not using the default combo colors, this song like I said before, this song is very calm, I suggest using brighter colors since it fits the calming atmosphere, make sure your combo colors doesn't blend in with the background and make sure the colors luminosity is <200~

III. -Timing-
1. I suggest putting your preview point at 00:00:281 instead
2. And the slider velocity changes... um... I'll get into more details later... :?


IV. -Difficulty-
1. In your Tutorial diff, I think the approach rate should be <4 and the HP drain and Overall difficulty should be <3 (optional)
2. In your normal diff the approach rate 6 is too high, I recommend making it 5.5 or less
3. In your Hard diff the HP drain rate and Overall difficulty are a bit low, consider changing it
4. In your Insane DLC I don't think I have to explain this but... well this map is unplayable without Easy,No fail or Half-time of course, you can not rank this, the Circle size is TOO SMALL! This is an Insane difficulty, it would be okay if it's over 7* but this is only 3*, I highly recommend making your circle size a a lot bigger, and your Overall difficulty are too low, it should be 7-9.3

Anyway, I'll now mod each diffs individually
Tutorial
The slider velocities... Don't EVER change slider velocity this much in Easy map, this is against the guidelines, and it would make this map unrankable
And that's a lot of sliders, I highly recommend not having an all slider section in your map, new players don't know how sliders works and having a lot of them will break their combos, and try to avoid reverse sliders as much as possible, I suggest you have a circle every 2 or 3 sliders
00:19:180 (3) - And this isn't snapped

Normal
Just like easy, don't abuse slider velocity changes, you should at most have 3 slider velocity changes in your map
And just like easy, you shouldn't have an all slider section, I suggest you make a circle every 3-4 sliders, reverse sliders are fine in Normal, but try to avoid using multi-reverse sliders (this diff didn't have any which is good)

Hard
Using lots of slider velocity changes in a hard is okay, but for a 47 second map, it's too much, consider removing some of them

Insane DLC
I don't have any slider velocity complaints here
00:06:249 (1,2,3,4) - Don't EVER stack a slider under another slider's end, this is called a Burai slider which is considered an unrankable technique, change it
00:32:111 (1,2,3,1,2,3,1,2,3,1,2,3) - That's a lot of burai sliders
00:20:174 (1) - I recommend either make this spinner longer or remove it, it's too short, the auto could only achieve 3000 points, I recommend it should be at least 5000 points

Well, that's all I could cover for you
Good luck
Blan_C
Hello, NM from my queue,

Igneus

  1. This difficulty is unrankable - breaking the ranking criteria rules. You overmap lot of things dude.It will never reach the rank status as it is for now
Another

  1. 00:01:773 - This empty space have to be mapped
  2. 00:03:265 (7,8,9,10) - I dont know why you decrase sv that much. Its bad dude
  3. 00:03:928 (10) - This slider isnt supporting the song. End this 00:04:093 - and put circle 00:04:259 - where important beat is.
  4. 00:05:751 - Fill the space
  5. 00:09:730 - ^
  6. 00:13:709 - ^
  7. 00:17:688 - ^
  8. 00:21:501 - ^
  9. 00:25:479 - ^
  10. 00:26:143 - 1/1 slider sounds better here
There is bunch of things i dont like about placing, so i wont list it down - you just need to map more to improve. First of all, do not skip important notes and do not make sliderends on important beats. Have fun mapping and gl improving.
Topic Starter
Respirte

Pok0555 wrote:

Hi, I'm from my NM queue
First of all, I will not mod The Extra diffs (like my rules stated)
Second of all, I will not mod Another, Light Insane and Murp's Easy cuz those diffs looks fine to me That's a promising Sign :)

General

I. -Hitsounds-
1. Don't keep your hitsounds 100% all the time, it's hard for players to hear the music if all they hear are hitsounds
2. I highly recommend you not using normal hitsounds on this song, this song is very calm, I suggest using the soft hitsounds more often lowered the threshold hitsound for all maps. I'm planning to use softer custom overrides to the hitsounds, as well as bringing some of the heavier sounds down.

II. -Design-
1. Your map has enabled countdown, since your map starts too early, you can't have countdowns in your map, go to son_setup/design to disable it Useful to know. Thanks!
2. Your map doesn't have any storyboards, go to song_setup/design and disable widescreen support to reduce lag Oo! didn't realise this. The more you know. Ty!
3. Change the combo colors, I highly recommend you not using the default combo colors, this song like I said before, this song is very calm, I suggest using brighter colors since it fits the calming atmosphere, make sure your combo colors doesn't blend in with the background and make sure the colors luminosity is <200~

III. -Timing-
1. I suggest putting your preview point at 00:00:281 instead fixed
2. And the slider velocity changes... um... I'll get into more details later... :?


IV. -Difficulty-
1. In your Tutorial diff, I think the approach rate should be <4 and the HP drain and Overall difficulty should be <3 (optional) tweaked OD
2. In your normal diff the approach rate 6 is too high, I recommend making it 5.5 or less Good spot. Down to 5 now.
3. In your Hard diff the HP drain rate and Overall difficulty are a bit low, consider changing it bumped up a fraction.
4. In your Insane DLC I don't think I have to explain this but... well this map is unplayable without Easy,No fail or Half-time of course, you can not rank this, the Circle size is TOO SMALL! This is an Insane difficulty, it would be okay if it's over 7* but this is only 3*, I highly recommend making your circle size a a lot bigger, and your Overall difficulty are too low, it should be 7-9.3 The map is not too difficult. Sure it challenges a players aim, as most are used to seeing no circle sizes <5, but the majority of the map is sliders, giving the slightly advanced players enough time to react to what's coming next. The hardest section in that regard is here: 00:14:206 (1,2,3,4,5,6,1,2,3,4,5,6) - Check out Irreversible's maps for more ideas on how to utilise cs7 in <5* difficulty settings.

Anyway, I'll now mod each diffs individually
Tutorial
The slider velocities... Don't EVER change slider velocity this much in Easy map, this is against the guidelines, and it would make this map unrankable toning down slider changes
And that's a lot of sliders, I highly recommend not having an all slider section in your map, new players don't know how sliders works and having a lot of them will break their combos, and try to avoid reverse sliders as much as possible, I suggest you have a circle every 2 or 3 sliders agree with slider count. won't go as strict as every 2 or 3, but made some alterations where appropriate.
00:19:180 (3) - And this isn't snapped aaannd it's gone. replaced with circles.

Normal
Just like easy, don't abuse slider velocity changes, you should at most have 3 slider velocity changes in your map thinning out some of the unnecessary heavier slider speeds
And just like easy, you shouldn't have an all slider section, I suggest you make a circle every 3-4 sliders, fixed the 9-slider chain near the start. reverse sliders are fine in Normal, but try to avoid using multi-reverse sliders (this diff didn't have any which is good)

Hard
Using lots of slider velocity changes in a hard is okay, but for a 47 second map, it's too much, consider removing some of them

Insane DLC
I don't have any slider velocity complaints here
00:06:249 (1,2,3,4) - Don't EVER stack a slider under another slider's end, this is called a Burai slider which is considered an unrankable technique, change it I've seen it used in ranked maps before. https://gyazo.com/c0282cb97a6aa73a00118b68cdd2547d
00:32:111 (1,2,3,1,2,3,1,2,3,1,2,3) - That's a lot of burai sliders now with 50% less burai sliders :)
00:20:174 (1) - I recommend either make this spinner longer or remove it, it's too short, the auto could only achieve 3000 points, I recommend it should be at least 5000 points going to leave the spinner as is for now.

Well, that's all I could cover for you
Good luck
Thanks a bunch for the mod! :D
Topic Starter
Respirte

Blan_C wrote:

Hello, NM from my queue,

Igneus

  1. This difficulty is unrankable - breaking the ranking criteria rules. You overmap lot of things dude.It will never reach the rank status as it is for now
Dw. I knew this coming into this project, which is why I have two named difficulties. I'll either tone down the overmapping here, or remove from the set entirely at a later date.
Another

  1. 00:01:773 - This empty space have to be mapped I'm mapping to a particular instrument at these parts in this difficulty, namely the rising B minor piano arpeggio.
  2. 00:03:265 (7,8,9,10) - I dont know why you decrase sv that much. Its bad dude Saying something is bad, but not being able to explain your judgement is sadly not a very helpful comment.
  3. 00:03:928 (10) - This slider isnt supporting the song. End this 00:04:093 - and put circle 00:04:259 - where important beat is. Changed the slider to a half tick, and added an NC circle where the slider tail was.
  4. 00:05:751 - Fill the space As before, mapping to a particular instrument in these parts
  5. 00:09:730 - ^ ^ although the sounds are even more subtle now, players will be familiar with the rhythmic pattern as they have seen it before in the first two instances.
  6. 00:13:709 - ^ ^
  7. 00:17:688 - ^ ^
  8. 00:21:501 - ^ ^
  9. 00:25:479 - ^ following the most prominent sound.
  10. 00:26:143 - 1/1 slider sounds better here
I agree! Changed it to a slider onto a circle, rather than the other way around.

There is bunch of things i dont like about placing, so i wont list it down - you just need to map more to improve. First of all, do not skip important notes and do not make sliderends on important beats. Have fun mapping and gl improving.
Appreciate the mod. Thank you!
Blan_C
Hello again. I am sorry if some tips i posted wansnt good enough. So here is round number two.

Another

  1. Now i am somehow understand why you skipped this space but most of people will be confused like: 00:01:607 - there was sound why its empty lol. That being said, you shall focus on mapping sounds that are hearable, especially loud ones like 00:01:607 - 00:01:773 - 00:01:938 - . If you decided to change it, you can put slider here 00:01:275 - to support this B minor that extend to 00:01:607 - and put 2 circles 00:01:773 - 00:01:938 -
  2. 00:03:265 (7,8,9,10) - According to this matter ranking criteria rules say: When including a velocity change slider, there should be a discernible change in the map's tempo Soo.. tempo do not change that significantly here. Sliders shall be much faster because you implemented hight spaced jumps 00:00:281 (1,2,3,4,5,6,1,2,3,4,5,6) - and then we have slooow sliders. Contrast is a bit too much. 2rd point is that 00:03:265 (7,10) - These sliders have higher tone than 00:06:249 (1,2,3) - but you make them slower.
  3. 00:09:730 - This and the every next point i mentioned in first paragraph have similar issues (in my opinion it is issue). If you still want to keep it like it is - 00:09:896 - Here is this B minor sound that you forgot to map. This sound is hearable in every empty space.
I hope you will change your opinion about my modding after reading this! Good luck!
Also do not give me kds for that
Topic Starter
Respirte
Hiya. Sorry if I came across a bit standoffish in my response to your mod. It wasn't supposed to as overly critical of your mod as it came out, and it's still greatly appreciated! Thank you for the follow up though, now that we seem to understand each other and our intentions better.

Blan_C wrote:

Hello again. I am sorry if some tips i posted wansnt good enough. So here is round number two.

Another

  1. Now i am somehow understand why you skipped this space but most of people will be confused like: 00:01:607 - there was sound why its empty lol. That being said, you shall focus on mapping sounds that are hearable, especially loud ones like 00:01:607 - 00:01:773 - 00:01:938 - . If you decided to change it, you can put slider here 00:01:275 - to support this B minor that extend to 00:01:607 - and put 2 circles 00:01:773 - 00:01:938 -
  2. 00:03:265 (7,8,9,10) - According to this matter ranking criteria rules say: When including a velocity change slider, there should be a discernible change in the map's tempo Soo.. tempo do not change that significantly here. Sliders shall be much faster because you implemented hight spaced jumps 00:00:281 (1,2,3,4,5,6,1,2,3,4,5,6) - and then we have slooow sliders. Contrast is a bit too much. 2rd point is that 00:03:265 (7,10) - These sliders have higher tone than 00:06:249 (1,2,3) - but you make them slower. I'll probably need to do more to it, but I've removed the 0.5x SV and bumped it upto 1 for this section. The solution might be to drop the SV of the 00:06:249 (1,2,3) set a fraction to keep the aesthetic of the previous section.
  3. 00:09:730 - This and the every next point i mentioned in first paragraph have similar issues (in my opinion it is issue). If you still want to keep it like it is - 00:09:896 - Here is this B minor sound that you forgot to map. This sound is hearable in every empty space.
As this is the only map in this set that follows this low audio rhythmic structure, I have heavily strengthened emphasis on what is making each combo a definitive end point with the way I've shaped the hitsounds for this map. It might just be me that's trying to make something out of nothing, and if more people mention that aspect about this map, I will consider re-designing the rhythmic structure.

I hope you will change your opinion about my modding after reading this! Good luck!
Also do not give me kds for that
Thanks again for the response! :D
_Star
Hello M4M there :)

[First]

your map BPM is 180.96 , i think take it 181 better. remove the decimal point .

BG shlould be 1360x768 or 1920x1080/1200 better

[Insane DLC]

i think the CS is too big.(opinion)

check your aimod and you found some error . For example 00:02:601 (2) - 00:02:933 (3) - 00:02:933 (3) -
they will make your map Low quality

00:06:912 (3,4) - overlap is no engouht beautiful

00:23:158 (3,4) - i think put a slider better

00:27:469 (5,6,7,8) - flow so hard to click

00:31:448 (5,6,7,8) - ^

[Light Insane]

check your aimod too. 00:01:606 (2) -

00:09:067 (3) - Slider tail on the beat is not enought good

00:38:742 (3,4,5) - spacing too nearly

[Bucket 's Expert]

00:01:607 (2,3,4,1,2,3,4,5,6,7) - flow like a ball . i think get some change better

00:15:035 (6,1,2,3) - so beautiful but i think the flow not enought good

00:23:324 - miss a note on there?(opinion)

00:27:469 (5,7,2) - overlap

[Another]

00:27:469 (6,7,8,9,10) - should 4 notes on there

00:31:116 (4,5,6,7,8) - ^

00:34:100 (1,2,3) - emmmm i think is not enought good(opinion)

00:35:095 (1,2,3) - ^

[Igneus]

00:01:276 (1,2,3,4) - flow

00:03:596 (2,3,4,5,6) - 4 notes

00:14:206 (1,2,3,4,5,6,7,8,9,10,11,12) - emmmmm, you should be notice the flow on there

00:16:196 (1,2) - ^

00:17:190 (6,7) - ^

00:27:469 (2,3,4,5,6) - 4 notes there

00:31:448 (2,3,4,5,6) - ^

[Perilous Journey]

from 00:32:111 - to 00:39:737 - i think you put the note too long . you can take some change on there.i think is so boring on there

[Hard]

i think the slider is too short and the flow is not enought smooth

click the Ctrl+A , you will find the note is too intensive. use the corner better

the SV have no change better

[normal]

a slider have two or three points is enought
too many points can take your map heavy

00:07:243 (2,1,2) - overlap

00:14:704 (3) - i think this note move there better 00:14:869 -
00:15:698 (5) - move to 00:15:864 -

[Last]

When you complete the map making . you can check your aimod at last .
it can help you found the error

Thats all !Good luck ! :) :)
Topic Starter
Respirte

_Star wrote:

Hello M4M there :)

[First]

your map BPM is 180.96 , i think take it 181 better. remove the decimal point . I've lifted this dp from the majority of other people who have mapped Granat. I know it's not a pretty whole number, but it does work very well.

BG shlould be 1360x768 or 1920x1080/1200 better aha! Good spot! Fixed.

[Insane DLC]

i think the CS is too big.(opinion) This is meant as a low circle challenge difficulty, but lots of people will agree with you :)

check your aimod and you found some error . For example 00:02:601 (2) - 00:02:933 (3) - 00:02:933 (3) -
they will make your map Low quality Oh, that looks like an unvetted SV change. Thanks for spotting that. Fixed them.

00:06:912 (3,4) - overlap is no engouht beautiful I know, and it's sad. I'll figure out a way to make it look nice.

00:23:158 (3,4) - i think put a slider better Agree and fixed.

00:27:469 (5,6,7,8) 00:31:448 (5,6,7,8) - flow so hard to click Hmm. I've never had real issues hitting that pattern. Maybe if it's a recurring issue, I could shrink the scale of the object spacing a little.

[Light Insane]

check your aimod too. 00:01:606 (2) - Fixed. Apparently by picking up the object in the timeline and draging it forwards then back.
:?

00:09:067 (3) - Slider tail on the beat is not enought good would that also extend to this combo? 00:12:217 (1,2,3) For now, I'll keep as is,
but will eventually most like change it to this sort of configuration. https://gyazo.com/e6cefdd47d4d812f7bf723f8d9f91bcf


00:38:742 (3,4,5) - spacing too nearly fixed.

[Bucket 's Expert]

00:01:607 (2,3,4,1,2,3,4,5,6,7) - flow like a ball . i think get some change better agree, and tweaked.

00:15:035 (6,1,2,3) - so beautiful but i think the flow not good enough nudged one note to improve readability. The hardest part of following this is the two back tracks.

00:23:324 - miss a note on there?(opinion) shifted notes so they hit the important sounds.

00:27:469 (5,7,2) - overlap now with 50% less overlap

[Another]

00:27:469 (6,7,8,9,10) - should 4 notes on there Leaving as is on the grounds of slight overmapping for a harder difficulty. I think players will still be able to interpret that pattern

00:31:116 (4,5,6,7,8) - ^

00:34:100 (1,2,3) - emmmm i think is not enought good(opinion) r.i.p. fidget spinner pattern. :( I do agree, but currently don't know how I would like to replace it.

00:35:095 (1,2,3) - ^

[Igneus]

00:01:276 (1,2,3,4) - flow It is a tricky flow.

00:03:596 (2,3,4,5,6) - 4 notes slight over-mapping

00:14:206 (1,2,3,4,5,6,7,8,9,10,11,12) - emmmmm, you should be notice the flow on there It's pretty, but really ugly. Fixed.

00:16:196 (1,2) - ^

00:17:190 (6,7) - ^

00:27:469 (2,3,4,5,6) - 4 notes there slight over-mapping

00:31:448 (2,3,4,5,6) - ^

[Perilous Journey]

from 00:32:111 - to 00:39:737 - i think you put the note too long . you can take some change on there.i think is so boring on there For this difficulty, I wanted to focus on rigid, and uncomfortable flow the would normally be seen in higher level maps. Every time the B comes in on the Big white tick,
I want to have the hit circle be in the same point on the grid for each iteration. The patterns themselves are still open to change, but the focus is primerily unintuitive hand movements.


[Hard]

i think the slider is too short and the flow is not enough smooth Some parts are a little sluggish. Will make some adjustments on a case by case basis.

click the Ctrl+A , you will find the note is too intensive. use the corner better hmm. I was a bit scared to use the corners on a low intensity map difficulty. Might make some small positioning adjustments across the map.

the SV have no change better I liked the idea of playing around with slider growth into parts within this difficulty.

[normal]

a slider have two or three points is enought
too many points can take your map heavy I agree. This map was one of the first in the set, started before I had a solid grip of the editor,
so a lot of curves are a bit weak. Will try to lighten some curves.


00:07:243 (2,1,2) - overlap Fixed.

00:14:704 (3) - i think this note move there better 00:14:869 -
00:15:698 (5) - move to 00:15:864 - Not sure what you are trying to say. Sorry :(

[Last]

When you complete the map making . you can check your aimod at last . There were some really weird AI mod issues with subtle SV changes. Will make more effort to check in the future tho. Thanks!
it can help you found the error

Thats all !Good luck ! :) :)
Thank you very much for the mod! Fixed a great deal of underlying fundamentals there! :D
Mentai
placeholder! (after i wake up zzzzz)

this song lol


Murp
00:02:270 (2,1) - these could be the same slider for better slider polarity. the slightly wrong angle looks disorganized (mostly, they should be symmetric, since they are built the same)

00:06:249 (2) - also ctrl + g this for better object to object flow

00:17:190 (1,2) - stuff like this just look off to the eye because of how barely the angle is different. make it symmetric!

00:27:137 (4,1) - fix the ds here, you drop by .2x for some reason

00:32:111 (1,2) - i dont advise this for easy really because it is a huge flow reset, where easy should be simply be easy to read and comfortable flow for the newbies

Tutorial
00:00:281 (1,1) - can we make these symmetrical?

00:05:254 (2) - itd look pretty neat if this was the same angle as this 00:03:596 (4) - , except just ctrl + h'd

00:04:591 (1,1) - im sure you could avoid this overlap

00:14:206 (2,3) - again, these would benefit from just some copy pasting and some messing around with rotations

00:16:196 (1) - you can move this down a bit to miss the overlap as well

not a big fan of the overlaps, mostly because almost all of them are avoidable and/or break flow. id always value flow more than any placement ideas at lower diffs

also you MUST use consistent ds in diffs lower than normal, or they are unrankable (varying by .05x up or down is fine however)


Normal
as i said above, you must use ds (Distance Snap) in these lower diffs so to not confuse new players. stick to one ds, and when placing objects, hold alt and click where you want to place the objects. ds 1.00x is pretty standard for lower diffs

00:03:596 (3) - id just make this a non repeat slider and let me click the downbeat since its so strong. maybe just add a circle there and then add an NC on it

00:14:206 (2,3,4,5) - id also probably just map all of these on white ticks because it supports the song the best

rhythm seems fine in the rest of the map, when you are remapping this diff and using ds, you will find it much easier to organize objects via flow and avoid any confusing placements since ds basically wont allow you to

Hard
SV is REALLY low and uncomfortable here, might wanna bump it up a bit

you're probably going to remap this diff also with ds snap as well, but it is far more lenient in hard diffs than the lower ones, you can vary ds at this difficulty, but it is advised that you have a baseline and increase it only slightly or vise versa. feel free to pm me in game about this stuff since i struggled here when i was mapping as well

00:07:243 (4) - wrongly snapped!

00:08:238 (1) - same for this one, they should end on white or red ticks

another word of advice, you do not want to be changing SV this often in a hard, this is something almost reserved for Extra's, and insanes if they are higher on the difficulty spectrum.

something like a ritual i do is mess with SV before every map and place a few objects with different DS to see what would work with my hard and how it plays and looks. i suggest a higher SV and sticking to around 1.5x ds as a more or less default for a hard diff

you're on your way! never get discouraged and keep mapping : )
Topic Starter
Respirte
Finally awake to go through this!

placeholder! (after i wake up zzzzz)

this song lol Cant get enough


Murp



00:02:270 (2,1) - these could be the same slider for better slider polarity. the slightly wrong angle looks disorganized (mostly, they should be symmetric, since they are built the same) agree, and fixed

00:06:249 (2) - also ctrl + g this for better object to object flow Horizontally flipped the first four objects and fixed.

00:17:190 (1,2) - stuff like this just look off to the eye because of how barely the angle is different. make it symmetric! ♫ not anymore,
there's a blanket ♫


00:27:137 (4,1) - fix the ds here, you drop by .2x for some reason o yeah. Should be ok now.

00:32:111 (1,2) - i dont advise this for easy really because it is a huge flow reset, where easy should be simply be easy to read and comfortable flow for the newbies Tweaked the flow slightly. Might need to ctrl+j the object (2) in the future.


Tutorial



00:00:281 (1,1) - can we make these symmetrical? We can and will

00:05:254 (2) - itd look pretty neat if this was the same angle as this 00:03:596 (4) - , except just ctrl + h'd It does, and the flow looks nicer.
fixed.


00:04:591 (1,1) - im sure you could avoid this overlap

00:14:206 (2,3) - again, these would benefit from just some copy pasting and some messing around with rotations They are now one and the same

00:16:196 (1) - you can move this down a bit to miss the overlap as well Shifted Slightly

not a big fan of the overlaps, mostly because almost all of them are avoidable and/or break flow. id always value flow more than any placement ideas at lower diffs

also you MUST use consistent ds in diffs lower than normal, or they are unrankable (varying by .05x up or down is fine however) Getting that right is one of the bigger problems I'm seeing w/ my mapping atm.



Normal



as i said above, you must use ds (Distance Snap) in these lower diffs so to not confuse new players. stick to one ds, and when placing objects, hold alt and click where you want to place the objects. ds 1.00x is pretty standard for lower diffs

00:03:596 (3) - id just make this a non repeat slider and let me click the downbeat since its so strong. maybe just add a circle there and then add an NC on it A fair bit of shuffling to support that, but it's fixed.

00:14:206 (2,3,4,5) - id also probably just map all of these on white ticks because it supports the song the best I want to keep the triplet feel of these two bars.

rhythm seems fine in the rest of the map, when you are remapping this diff and using ds, you will find it much easier to organize objects via flow and avoid any confusing placements since ds basically wont allow you to

Hard



SV is REALLY low and uncomfortable here, might wanna bump it up a bit

you're probably going to remap this diff also with ds snap as well, but it is far more lenient in hard diffs than the lower ones, you can vary ds at this difficulty, but it is advised that you have a baseline and increase it only slightly or vise versa. feel free to pm me in game about this stuff since i struggled here when i was mapping as well

00:07:243 (4) - wrongly snapped! Fixed!

00:08:238 (1) - same for this one, they should end on white or red ticks most likely from an SV change I didn't catch. Fixed.

another word of advice, you do not want to be changing SV this often in a hard, this is something almost reserved for Extra's, and insanes if they are higher on the difficulty spectrum. I'm probably going to scrap a lot of the mapping in this diff, owing to most of this being done when I was experimenting with growing SV's into accelerating volumes of short passages

something like a ritual i do is mess with SV before every map and place a few objects with different DS to see what would work with my hard and how it plays and looks. i suggest a higher SV and sticking to around 1.5x ds as a more or less default for a hard diff

you're on your way! never get discouraged and keep mapping : )
Plenty of food for thought. Thanks for the mod! :D
Na4aX
Hey M4M here :)

General Overall

Be more carefull on note placement, try to avoid unintentioned overlap things like under, it kind of make the map a little messy (in my opinion) :

Hope i am clear and you get what i mean ;)



Another


  1. 00:03:265 (7,8,9,10) - Maybe change the pattern since you don't follow the main instrument to not confuse more
  2. 00:06:912 (3,4) - Make it parallel
  3. 00:07:243 (4) - Maybe make it 1/1 and a note
  4. 00:11:222 (5) - Same as above
  5. 00:19:180 (5) - Again
  6. 00:19:180 (5,3) - Stack 3 on slider end
  7. 00:23:158 (5,6,7) - Unexpected 1/4 jump from 6 to 7
  8. 00:31:530 (5,6,7,8) - Distance Snap it to fix spacing
  9. 00:32:111 (1,2,3,1,2,3,1,2,3,1,2,3) - Increase the spacing to make is more clear maybe ?
  10. 00:38:079 (1,2,3,4,5,6,7,8,9,10,11) - Pitch (i think that's the right word) goes down i would reduce spacing instead of increasing it

Perilous Journey


Map Overall : I feel like their is a problem with the flow at some parts and as I said in the General Overall be carefull with thoses unintentional overlaps :D

  1. 00:02:270 (1,4) - Blanket
  2. 00:06:249 (1,2,3) - Flow better like that imo :)
  3. 00:06:580 (2,5) - Stack 5 under the tail of 2
  4. 00:07:906 (6) - 1/2 slider+note, you end the slider on a strong beat
  5. 00:10:228 (1,2,3,4,5) - i'll see something like this to avoid overlap as much as possible and better flow imo
  6. 00:14:206 (1,2,3,4,5,1,2,3,4) - Spacing is too excessive since you dont really give a hint you lead to a big jump part
  7. 00:19:180 (6) - You can probably make it cleaner and blanket with element around for aesthetics
  8. 00:20:339 (2,6,8,10) - Make is smoother (hope i am clear)
  9. 00:21:169 (7,8,9,10) - Maybe it's more clear this way ?
  10. 00:22:164 (1,1,1) - Need to replace with the change above
  11. 00:24:485 (3,7) - Kind of blanket it like this
  12. 00:26:474 (2,3,4) - Spacing way to big
  13. 00:40:068 (1,2,3,4,5,6,7) - Music pitch goes up so maybe select all and CTRL + G

PS : thanks for the m4m really appreciate it :) i'll probably look for your other maps later ! Good luck with your set !

PS2 : after re-reading i feel like i have a brutal writting but it's unintentional :?
Topic Starter
Respirte

Na4aX wrote:

Hey M4M here :)

General Overall

Be more carefull on note placement, try to avoid unintentioned overlap things like under, it kind of make the map a little messy (in my opinion) :

Hope i am clear and you get what i mean ;)



Another


  1. 00:03:265 (7,8,9,10) - Maybe change the pattern since you don't follow the main instrument to not confuse more It's a spacing change for now, and maybe a real change in the future.
  2. 00:06:912 (3,4) - Make it parallel Good call. Fixed
  3. 00:07:243 (4) - Maybe make it 1/1 and a note
  4. 00:11:222 (5) - Same as above
  5. 00:19:180 (5) - Again The string sound here is quite weak in both places. I think a tail allows it to not draw too much attention to itself.
  6. 00:19:180 (5,3) - Stack 3 on slider end Fair call. Looks neater now.
  7. 00:23:158 (5,6,7) - Unexpected 1/4 jump from 6 to 7 I've spaced the double stacks out slightly so that when it comes to the (5,6,7)
    section (now also spread stack) it will be clear there's three in this cluster instead of 2. The spacing was because it wasn't the strong clap sound, but you're right. It's too big a gap given the lack of change in the rhythm.

  8. 00:31:530 (5,6,7,8) - Distance Snap it to fix spacing good spot. fixed.
  9. 00:32:111 (1,2,3,1,2,3,1,2,3,1,2,3) - Increase the spacing to make is more clear maybe ? Scale Factor 1/2, and a little bit of pattern shuffling as well, breaking down the trianges and fidget spinner patterns.
  10. 00:38:079 (1,2,3,4,5,6,7,8,9,10,11) - Pitch (i think that's the right word) goes down i would reduce spacing instead of increasing it
Made the tiniest of spacing adjustments


Perilous Journey


Map Overall : I feel like their is a problem with the flow at some parts and as I said in the General Overall be carefull with thoses unintentional overlaps :D

  1. 00:02:270 (1,4) - Blanket note is now nice and cosy. :D
  2. 00:06:249 (1,2,3) - Flow better like that imo :) You must be an anti-clockwise spinner ;)
  3. 00:06:580 (2,5) - Stack 5 under the tail of 2 Fixed
  4. 00:07:906 (6) - 1/2 slider+note, you end the slider on a strong beat
  5. 00:10:228 (1,2,3,4,5) - i'll see something like this to avoid overlap as much as possible and better flow imo I see where you're coming from, and have made slight changes. There's still a little overlap here, but Slider transitions at (6,7,8) are a lot neater now, and (6) blankets (3)
  6. 00:14:206 (1,2,3,4,5,1,2,3,4) - Spacing is too excessive since you dont really give a hint you lead to a big jump part (2)'s in the combos have been moved slightly closer. Music does something different enough to warrant the spacing, even if the change is quite sudden.
  7. 00:19:180 (6) - You can probably make it cleaner and blanket with element around for aesthetics that was an ugly slider. :/
  8. 00:20:339 (2,6,8,10) - Make is smoother (hope i am clear)
  9. 00:21:169 (7,8,9,10) - Maybe it's more clear this way ? I did... something to it. :thinking:
  10. 00:22:164 (1,1,1) - Need to replace with the change above Following the strong claps in the music here. there's plenty of time between each one to realise the notes are stacked here.
  11. 00:24:485 (3,7) - Kind of blanket it like this blanketed

  12. 00:26:474 (2,3,4) - Spacing way to big The spacing between 2,3, and 4 is muuch more even now.
  13. 00:40:068 (1,2,3,4,5,6,7) - Music pitch goes up so maybe select all and CTRL + G
Went with Ctrl+J on (1,2,3,4,5,6) instead, but thank you!


PS : thanks for the m4m really appreciate it :) i'll probably look for your other maps later ! Good luck with your set ! Likewise. Thanks for helping out, and you're more than welcome to check out other maps in the set :P

PS2 : after re-reading i feel like i have a brutal writting but it's unintentional :? It can be difficult to get the balance right when modding.
It's a case of trying to be informative, whilst also trying not to bring out too much of a bias of opinions. a simple smiley face here and there helps to try and keep the mood light on a post 8-)
Thank you very much for the mod! Lots of useful blanketing and stack tidying that I hadn't considered before! :o Useful mod! <3
Boruma
Murp's Easy - no issues
Perilous Journey - no issues
Insane DLC - avoided due to being a monstrosity on its own

Tutorial
Considering it's called tutorial, I would expect basic slider shapes, but there's odd shapes in the difficulty.

00:12:217 (1) - Unnecessary overlap. Also I would suggest putting it higher and to the right more to provide a nicer transition to the next two sliders.

Normal
Keep timing and inherited points consistent through the map set.

00:22:164 (1,2,3) - This seems like a random increase in speed.
00:32:111 (1,2,3,4,5,1,2,3,4,5,6) - Since the speed is so slow and there's a lot of objects within a somewhat small area (even though they don't really overlap), it might confuse a beginner trying to play it. Maybe make it a bit more visually appealing to the eye by spreading the objects a bit thinner without increasing distance between objects.

Hard
00:08:238 (1) - Get rid of the overlap here by moving it somewhere else. At lower difficulties, you want to avoid overlap pretty much most of the time, however if there's enough time in between, there won't be an issue.
00:25:811 (4) - Random fast slider.
00:29:790 (4) - Random fast slider.
00:35:095 (3) - Overlap issue.

Light Insane
00:15:201 (5,6,7) - Felt like the jumps needed to be a bit more slanted due to the initial jump from the previous slider to the first hitcircle in this repeated pattern.

Bucket's Expert
00:33:105 (7) - NC
00:34:100 (12) - NC
00:35:095 (17) - NC
00:36:421 (3,4) - Needs more spacing.

Another
00:02:270 (1,2,3,4) - Make the spacing between 1 and 3, 2 and 4 slightly larger.
00:06:249 (1,2,3) - Keep to same inherited points as the rest of the map set.

Igneus
00:15:698 (5) - Maybe make into hitcircles?
00:27:137 (1) - This being so close to the stream makes it unnecessarily harder to read. Make some kind of indication that there's a pause there before the stream.
00:30:370 (2) - Hard to read due to overlap.
Topic Starter
Respirte

Boruma wrote:

Murp's Easy - no issues
Perilous Journey - no issues
Insane DLC - avoided due to being a monstrosity on its own I can appreciate that. CS7 isn't for everyone.

Tutorial
Considering it's called tutorial, I would expect basic slider shapes, but there's odd shapes in the difficulty. Nothing too intense,
and I feel the SV speed makes them okay to follow.


00:12:217 (1) - Unnecessary overlap. Also I would suggest putting it higher and to the right more to provide a nicer transition to the next two sliders. I agree. Might change the shape of the slider to fix this issue here.

Normal
Keep timing and inherited points consistent through the map set. Timing points, sure, but some maps in the set have differing levels of SV manipulation.

00:22:164 (1,2,3) - This seems like a random increase in speed. It's to represent the strongest part of the song, but it is a little too quick a change for normal, so knocked the SV down 0.2
00:32:111 (1,2,3,4,5,1,2,3,4,5,6) - Since the speed is so slow and there's a lot of objects within a somewhat small area (even though they don't really overlap), it might confuse a beginner trying to play it. Maybe make it a bit more visually appealing to the eye by spreading the objects a bit thinner without increasing distance between objects. Had some trouble adjusting positions of objects as a set without having stack issues. Converted circles into a 2 tick slider to clean up.

Hard
00:08:238 (1) - Get rid of the overlap here by moving it somewhere else. At lower difficulties, you want to avoid overlap pretty much most of the time, however if there's enough time in between, there won't be an issue. Moved the combo to the other side of the map. Direction of flow into new combo is also improved now.
00:25:811 (4) - Random fast slider. Slowed
00:29:790 (4) - Random fast slider. Down
00:35:095 (3) - Overlap issue. Fixed!

Light Insane
00:15:201 (5,6,7) - Felt like the jumps needed to be a bit more slanted due to the initial jump from the previous slider to the first hitcircle in this repeated pattern. Rotated the whole second part of the pattern. reverse slider should lead into 5 a lot better now.

Bucket's Expert
00:33:105 (7) - NC
00:34:100 (12) - NC
00:35:095 (17) - NC fixed all.
00:36:421 (3,4) - Needs more spacing. Scale Factor 1.2 adjustment

Another
00:02:270 (1,2,3,4) - Make the spacing between 1 and 3, 2 and 4 slightly larger. I think the spacing is fine
00:06:249 (1,2,3) - Keep to same inherited points as the rest of the map set. I wish to bring silence to the tails. I could probably find an alternative Soon™.

Igneus
00:15:698 (5) - Maybe make into hitcircles? A break from clicking, and an HP buffer.
00:27:137 (1) - This being so close to the stream makes it unnecessarily harder to read. Make some kind of indication that there's a pause there before the stream. Repositioned the Circle
00:30:370 (2) - Hard to read due to overlap. spread the overlap slightly. Should be noticeable now.
Thanks for checking over every diff! Changes have been uploaded.
MrKosiej
Hi, M4M

Balck Vulture MOD


Insane DLC
[AiMOD]
Object's end is not snapped! 00:06:504
Object's end is not snapped! 00:06:835

[MOD]
You could ad some visual aesthetics but making some things in blanket, this for ex 00:02:270 (1,2,3) -
00:01:772 (4,1,2,3) - this whole thing is looking kinda meh rn

00:05:751 (4,2) - you could blanket those or sth, looking kinda messy

00:14:869 - what is this brake xd at least make the nc on 00:15:201 (5) - this not 00:15:532 (1) - this
Asl change the whole pattern position wise cuz its messy. Like you just randomly put the circles there xd

00:16:196 (1,4) - weird overlapse

00:18:682 (2,3) - blanket?

00:22:164 (1,3) - Why. Move it to the right and snap 00:22:164 (1,5) -

00:24:153 (1,2,3) - Those could really fit eachother better. Be more careful and play with shapes to make perfect blankets. Also move the whole thing down cuz overlapsing with 00:23:158 (3) -

00:25:811 (1,2) - That's making me uncomfortable. Move to the left like https://osu.ppy.sh/ss/8672043

00:27:137 (4,1) - Why. It's so random. Why is it placed here. Move the whole 00:28:132 (1,2,3,4) - somewhere else xd

00:29:790 (1,2) - that's so ugly followed by 00:30:784 (3,4) - this which makes the whole pattern even more ugly XD
00:29:790 (1,3) - it's not even copy pasted and snapped. Dude what.
https://osu.ppy.sh/ss/8672094 Is my solution

00:32:111 (1,2,3,1,1,2,1,2,3,1,2,3,1,2,3,1,2,3) - that's clustered af.

00:40:068 (1) - what even is that hitsound at the end.

[Summary]
Map is looking like it could be nice, but it's not, yet. Too clustered.

Light Insane
[AiMOD]
Object's end is not snapped! 00:37:580

[MOD]
00:00:612 (2,2) - U could at least snap those

00:14:704 (4,8) - inconsistent

00:18:517 (2,4) - why is this not a blanket

00:38:079 (4) - Y no NC

Not much to mod cuz the whole map need reogranising
[Summary]
Plays nice, looks ugly af. No sense of aesthetics here, random placement. Big cs which is easy for nice look, but the potential totally unused. Rhytm is kinda nice, so i'd remap only aethetics.

Bucket's Expert
[AiMOD]
00:25:810 (7) - not snapped

[MOD]
00:00:281 (1,2,3,4) - why is this straight and this is not, should be paralleled aswell.

00:02:933 (4,6) - line

00:06:249 - Well, at this moment the map lost all its momentum even thos its the same intensity as before

00:09:564 (2,3,4,5) - not even a square

00:15:202 (1,2) - just turn the pattern some degrees or move a bit instead of making this weird stack

00:16:196 (1,2) - that's an ugly bow. Why not do sth like https://osu.ppy.sh/ss/8672200 that and use what's given without weird overlapses

00:22:164 (1,3,5) - use nc's
00:26:640 (2) - same, 00:26:143 (1,2,3,4) - things like that are wtf to read cuz you keep the same ds while the rhytm is totally not the same

00:32:442 (3,4,5,6) - not even a square

[Summary]
Lookin better that previous maps, still lacking proper aesthetical approach.

Another
[MOD]

00:02:933 (5,7) - what is this overlapse. Why couldnt you just fukin line this XD. like https://osu.ppy.sh/ss/8672239 that for example

I'm not gonna point out every thing, but man, 00:24:485 (2,4) - things like that, just put 00:25:148 (4) - in the middle of 00:24:153 (1,2) -
look https://osu.ppy.sh/ss/8672250 its looking so much nicer.

00:29:790 - it got nice here... 00:38:079 - and no more.

00:40:731 (3,5,6) - use lines to line jumps like that like you did here 00:40:400 (2,4,5) -

[Summary]
Looking better at places but still some weird overlapses and unused potential of big cs.

Igneus
[MOD]

00:00:778 (2,3,1,1,2,3,4) - Whet is this consistency, where are the sounds you're mapping to. Map's lloking more like aires.

00:04:922 (4,11,2) - weird cluster

00:10:724 (3,5) - what is this overlapse

00:11:222 (6,8) - make a blanket at least cuz another 00:10:890 (4,8) - weird overlapse

00:12:880 (3,6) - why. Not even nc

00:16:859 (5,3) - not even a blanket

[Summary]
Did someone tell you that aires maps are not quite rankable xd? Anyways. Tons of weird overlapses, unused blanket potential, Structure of an aires map which is wtf. Generally speaking. Might be fun to play, but dont even think that you have a chance of ranking this xd. Also, you're ignoring sounds but map to non existant sounds. So wtf mate.

Perilous Journey
[MOD]
This map is actually not bad for a change.

00:00:281 (1,2,3,4,1,2,3,4) - this is overlapped, but it's a good and proper overlapse, so no complains here.

00:06:249 (1,2,3) - you could move it somewhere else cuz its getting clustered, overlapse start to be more, uncomfortable

00:07:243 (4,5) - the blanket aint perfect, move the tail slightly higher

00:07:243 (4,5,6) - this line, from tail to circle to head aint straight. I'd make it straight

00:08:570 (1,2,3,4,5) - that a nice star, but what about 00:07:741 (5) - you could use it in that pattern, now its just overlapping

00:10:891 (4,6) - Come on, you should blanket stuff like that.
00:18:848 (4,6) - like here, thos this blanket aint that good, bit too sharp on the right side.

00:20:505 (3,7) - correct blanket

00:24:485 (3,7) - blanket?

[Summary]
Best of all diffs, still not as good as it could be. Some overlapse are good, some are messy. Make more blankets and use proper nc cuz in some places its just random. like here 00:29:790 (8) - it starts a new strucutre, still no nc. Y Tho.

That's it, best of luck with anything you want to do with it.
Cheers.
Topic Starter
Respirte
Going to make a response to this for my own benefit so that I know what changes I made, and what I left in.

MrKOSIEJ wrote:

Hi, M4M

Balck Vulture MOD


Insane DLC
[AiMOD]
Object's end is not snapped! 00:06:504 cheers for that
Object's end is not snapped! 00:06:835 both fixed

[MOD]
You could ad some visual aesthetics but making some things in blanket, this for ex 00:02:270 (1,2,3) -
00:01:772 (4,1,2,3) - this whole thing is looking kinda meh rn

00:05:751 (4,2) - you could blanket those or sth, looking kinda messy shifted (4)

00:14:869 - what is this brake xd oops. tweaked the pattern on a monochrome skin before, and forgot to fix the NC :P at least make the nc on 00:15:201 (5) - this not 00:15:532 (1) - this Asl change the whole pattern position wise cuz its messy. Like you just randomly put the circles there xd Pattern used to be a rotating triangle on every one of the 12 notes in this section, but was too difficult for players to hit, given the relative SR of the map.

00:16:196 (1,4) - weird overlapse re-positioned (4) behind (1)

00:18:682 (2,3) - blanket? blanket.

00:22:164 (1,3) - Why. Move it to the right and snap 00:22:164 (1,5) - a little bit of shuffling here and there.

00:24:153 (1,2,3) - Those could really fit eachother better. Be more careful and play with shapes to make perfect blankets. Also move the whole thing down cuz overlapsing with 00:23:158 (3) - shuffled object placement and order. stack with 00:23:158 (3) is neater.

00:25:811 (1,2) - That's making me uncomfortable. Move to the left like https://osu.ppy.sh/ss/8672043 agreed and fixed.

00:27:137 (4,1) - Why. It's so random. Why is it placed here. Move the whole 00:28:132 (1,2,3,4) - somewhere else xd neater layering.

00:29:790 (1,2) - that's so ugly followed by 00:30:784 (3,4) - this which makes the whole pattern even more ugly XD the 1,2 is beautiful :/ the 3,4 is, however, fixed.
00:29:790 (1,3) - it's not even copy pasted and snapped. Dude what.
https://osu.ppy.sh/ss/8672094 Is my solution something like that.

00:32:111 (1,2,3,1,1,2,1,2,3,1,2,3,1,2,3,1,2,3) - that's clustered af. spaced the first 4 combos out slightly more, and combo's 5 and 6 are now spread a lot clearer.

00:40:068 (1) - what even is that hitsound at the end. idk. It's fixed now tho xd

[Summary]
Map is looking like it could be nice, but it's not, yet. Too clustered.

Light Insane
[AiMOD]
Object's end is not snapped! 00:37:580 The editor gets drunk sometimes. Just shake it to fix it.

[MOD]
00:00:612 (2,2) - U could at least snap those Sorry. I'm not sure what you mean :/

00:14:704 (4,8) - inconsistent Works fine.

00:18:517 (2,4) - why is this not a blanket it is now.

00:38:079 (4) - Y no NC good spot. fixed. Also fixed incorrect hitsound after a previous shuffle.

Not much to mod cuz the whole map need reogranising
[Summary]
Plays nice, looks ugly af. No sense of aesthetics here, random placement. Big cs which is easy for nice look, but the potential totally unused. Rhytm is kinda nice, so i'd remap only aethetics. Not every map needs to be a van gogh. Sometimes, a Jackson Pollock map works just fine too. :D

Bucket's Expert
[AiMOD]
00:25:810 (7) - not snapped How does the editor even do this..?

[MOD]
00:00:281 (1,2,3,4) - why is this straight and this is not, should be paralleled aswell. assuming you're referring to 2,3, they are now straight across all iterations of this pattern.

00:02:933 (4,6) - line ball-point pen

00:06:249 - Well, at this moment the map lost all its momentum even thos its the same intensity as before "I wanted to break down the intensity of the previous section as the instrument producing the hard percussive sound does not occur in the following section" - BucketPls 2017.

00:09:564 (2,3,4,5) - not even a square fixed.

00:15:202 (1,2) - just turn the pattern some degrees or move a bit instead of making this weird stack

00:16:196 (1,2) - that's an ugly bow. Why not do sth like https://osu.ppy.sh/ss/8672200 that and use what's given without weird overlapses waveforms.

00:22:164 (1,3,5) - use nc's don't know why I wasn't tbf. Fixed.
00:26:640 (2) - same, 00:26:143 (1,2,3,4) - things like that are wtf to read cuz you keep the same ds while the rhytm is totally not the same shuffled note placement.

00:32:442 (3,4,5,6) - not even a square 'tis now.

[Summary]
Lookin better that previous maps, still lacking proper aesthetical approach.

Another
[MOD]

00:02:933 (5,7) - what is this overlapse. Why couldnt you just fukin line this XD. like https://osu.ppy.sh/ss/8672239 that for example done.

I'm not gonna point out every thing, but man, 00:24:485 (2,4) - things like that, just put 00:25:148 (4) - in the middle of 00:24:153 (1,2) -
look https://osu.ppy.sh/ss/8672250 its looking so much nicer. aaaaaaaaaaaaaaaaaaa done.

00:29:790 - it got nice here... 00:38:079 - and no more. oops. Forgot to move that fidget spinner next to the start of the next set of NC's.
fixed.


00:40:731 (3,5,6) - use lines to line jumps like that like you did here 00:40:400 (2,4,5) - moved 1 and 3 down to reform the triangle.

[Summary]
Looking better at places but still some weird overlapses and unused potential of big cs. The overlapping aesthetics of big circles would only work effectively on faster songs where streams are a possibility.

Igneus
[MOD]

00:00:778 (2,3,1,1,2,3,4) - Whet is this consistency, where are the sounds you're mapping to. Map's lloking more like aires. It is important to remember that Osu is a rhythm game. Players will look at the contents of a map as simply circle, slider, and occasionally spinners, but deeper impacts can be felt within the essence of a map itself, deriving the sounds from the intimate pulse felt between the songs over-mapping, and choice of congruent rhythmic structures. Sure, not every rhythm can be at all representitive within a given structure, but the balance of key sounds within a given rhythmic cycle is crucial to the overall feel of a beatmap. Music itself is full of these interpreted rhythms, which is why you can listen to any sleepy 1,3,6,7 drum loop, and convert it into a more rich and detailed spectrum of colour. Balanced phrases, and clear spacial structures for readability give the rhythm choices a strong congruence against the auditive interpreted sound of the song. But yeah, some of it is still a little weak, and tweaks will be made accordingly.

00:04:922 (4,11,2) - weird cluster shuffled parts, and now matched sliders for matching sounds.

00:10:724 (3,5) - what is this overlapse It's very cross now.

00:11:222 (6,8) - make a blanket blanketed better, cuz another 00:10:890 (4,8) - weird overlapse there's a good 5 seconds between those two notes.
:thinking:


00:12:880 (3,6) - why. Not even nc The two birds in this listing are found locally at the coach centre.

00:16:859 (5,3) - not even a blanket dw. I know.

[Summary]
Did someone tell you that aires maps are not quite rankable xd? Anyways. Tons of weird overlapses, unused blanket potential, Structure of an aires map which is wtf. Generally speaking. Might be fun to play, but dont even think that you have a chance of ranking this xd. Also, you're ignoring sounds but map to non existant sounds. So wtf mate. Not all sounds are relevant. Not all silences are arbitrary.

Perilous Journey
[MOD]
This map is actually not bad for a change.

00:00:281 (1,2,3,4,1,2,3,4) - this is overlapped, but it's a good and proper overlaps, so no complains here. :thumbsup:

00:06:249 (1,2,3) - you could move it somewhere else cuz its getting clustered, overlapse start to be more, uncomfortable enclosed within (4) and (6)

00:07:243 (4,5) - the blanket aint perfect, move the tail slightly higher aight.

00:07:243 (4,5,6) - this line, from tail to circle to head aint straight. I'd make it straight I'd rather give it a slight angle.

00:08:570 (1,2,3,4,5) - that a nice star, but what about 00:07:741 (5) - you could use it in that pattern, now its just overlapping Star now surrounds (5)

00:10:891 (4,6) - Come on, you should blanket stuff like that. Judging by the rest of the set, I think you should know my position on blankets by now.
00:18:848 (4,6) - like here, thos this blanket aint that good, bit too sharp on the right side. (6) is a funny shape, but I think it's fine.

00:20:505 (3,7) - correct blanket corrected.

00:24:485 (3,7) - blanket? not here.

[Summary]
Best of all diffs, still not as good as it could be. Some overlapse are good, some are messy. Make more blankets and use proper nc cuz in some places its just random. like here 00:29:790 (8) - it starts a new strucutre, still no nc. Y Tho. It's still part of the same bar of music that (7) comes from. Champion the big white ticks. :)

That's it, best of luck with anything you want to do with it.
Cheers.
Cheers for the mod. Lots of blanket and aestHetics to chew on. 8-) Updated changes.
Imakuri
Hello, sorry for the late !

Before all, I noticed something. The mapping style that you use is pretty "old", and I'd just want to say that it's rare now, be careful to that, cuz it could make your map harder to rank.

I modded 3 diffs. The 3 lower.

Murp's Easy

  1. 00:10:891 (2,3,4) : You must respect the distance snap in Easy diffs. It'sn ecessary. I saw before that the DS was of 1.30x~ so, why it changes to 1.24, 1.18 and 1.00 ? It's a big problem. Maybe fixing that would be much better.
  2. 00:19:180 (1,2,3) : Same problem here... Improve mapping skill ! Try to make something consistant, be regular in your difficulty ! In lower diffs, that's super important. Remind you that.
  3. There's again a lot of things to change here, about distance snap. btw, I highly recommand to rename this difficulty to Begginer. Cuz it has the SR of a Begginer diff.
Tutorial

  1. 00:02:270 (3) : For this circle, you should stack it with 00:05:254- to make it clean. I think it could do a nice flow and make it more clean too.
  2. Last thing with the end spinner. You MUST make it start here : 00:40:234- because it's unrankable in low diffs to put the start of the slider on a tick wich is not 1/1 or 1/2.
  3. Clean difficulty.
Normal

  1. 00:08:238 : You should increase the difference of slider speed. It makes a brutal change of SS for a new player, and it's very unpleasant. Maybe you should put the slider speed to 0.85x.
  2. Last thing, try to hitsound it more properly, because in the actual state it feels like it were quick done. Try to take a serious look at this.
Good luck!
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