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Seven Lions - The Journey

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Topic Starter
mindmaster107
This beatmap was submitted using in-game submission on Saturday, September 30, 2017 at 12:14:54 PM

Artist: Seven Lions
Title: The Journey
Tags: dubstep rock edm creation ep
BPM: 170
Filesize: 7931kb
Play Time: 05:17
Difficulties Available:
  1. sad ending. (5.39 stars, 1062 notes)
Download: Seven Lions - The Journey
Information: Scores/Beatmap Listing
---------------
Gimmick explanation
Each NC represent a 2/3 gap, if not in a repeated measure, a fancy triangle, or if right next to previous object.

The high AR also helps with telling gimmick and normal NCs apart.
Thanks
Background from Nanomortis.
Thanks digidrake for testplay!
Thankns skylewl for testplay!
Thanks wa_ for cropping bg.
Maxylan
M4M From your queue!
[Sad Ending]
00:37:530 (3,4,1) - Check distance. It's easy to slider break if repeat sliders are repeating quickly, with a short time in between each other and that big of a distance.
03:41:766 (1,2,1,2,1,2,1,2,1) - Same ^^
01:09:295 (3,4) - Don't end sliders on strong sounds. (You can shorten the slider and add a double tap. For example.)
01:10:707 (2,3) - 01:11:295 (1,1) - 01:36:824 (4,5) - Same ^^

01:13:530 (4,1) - You can do this here (image below). Replace 4 with 1 to better emphasize sound.
01:06:942 (3,1) - Add a note in between.
00:43:765 (3,1) - This could flow better
02:01:060 (2,3) - The snap here should
02:02:942 (2,1) - Switch of flow is sudden here.
03:54:353 (3,1) - 02:07:765 (3,1) - Same ^^

03:19:177 (1) - Because you have so many new combos, and HP6. You should generally avoid long sections with no notes. As these makes the rest of the map 2x as hard to compensate for the HP drain (especially spinners!). (Explanation of HP below)

04:18:471 (1) - Replace with regular cirkle to emphasise sound.
Topic Starter
mindmaster107

Maxylan wrote:

M4M From your queue!
[Sad Ending]
00:37:530 (3,4,1) - Check distance. It's easy to slider break if repeat sliders are repeating quickly, with a short time in between each other and that big of a distance. Not really. From playing on my own, and test plays from other players, this is defiantly not too wide.
03:41:766 (1,2,1,2,1,2,1,2,1) - Same ^^ Same thing. I think you don't know how to play consecutive kick sliders. You are meant to alternate between them.
01:09:295 (3,4) - Don't end sliders on strong sounds. (You can shorten the slider and add a double tap. For example.) Fair enough, I will change this.
01:10:707 (2,3) - 01:11:295 (1,1) - 01:36:824 (4,5) - Same ^^ In these cases I undermap to reflect the calm sections of the song.

01:13:530 (4,1) - You can do this here (image below). Replace 4 with 1 to better emphasize sound. I don't see how it would do that.
01:06:942 (3,1) - Add a note in between. I under mapped this bit, mainly since I didn't notice the sound (so mapping it like everything else would be inappropriate), and mapping it would ruin the calm bit of the song.
00:43:765 (3,1) - This could flow better OFC it would. I did this on purpose, as I did most other things.
02:01:060 (2,3) - The snap here should I am trying to reflect how sudden the music changes here. I made my best to make it readable though.
02:02:942 (2,1) - Switch of flow is sudden here. Flow in sections like this don't count for much since the sliders move so slowly flow is almost irrelevant. I think you were referring to visual flow, and that does apply so I fixed that.
03:54:353 (3,1) - 02:07:765 (3,1) - Same ^^ The first one was on purpose. It was placed in the most awkward position to show off the weird notes under the deformed triangle. The second one was like everything else, so I don't see how it is a problem. Bad flow is only bad if it is done without context, or contradicting the song.

03:19:177 (1) - Because you have so many new combos, and HP6. You should generally avoid long sections with no notes. As these makes the rest of the map 2x as hard to compensate for the HP drain (especially spinners!). (Explanation of HP below) The video below says that long sections are COMPENSATED by the lowering in actual HP drain, so I dunno what you mean by this. Also test plays say otherwise to this section being difficult.

04:18:471 (1) - Replace with regular cirkle to emphasise sound I used spacing, as I always did to represent a drum sound. I don't see how doing something special would represent it.
You sound new to modding, and note of advice, try finding breaks in logic. Mistakes lie in where I used proper flow in a section of flow breaking sliders with no song change to reflect. You need to see problems in the map as a whole.

Also that is not how HP works.
Maxylan

mindmaster107 wrote:

You sound new to modding, and note of advice, try finding breaks in logic. Mistakes lie in where I used proper flow in a section of flow breaking sliders with no song change to reflect. You need to see problems in the map as a whole.

Also that is not how HP works.
Yeah, I am new to modding.. But I didn't see so much wrong in the mod I just did. For starters I did say HP was compensated and just like he explains in the video combine a lot of NC's with slow parts in a song and as a result, the rest of the map is more difficult, it seems to particularly affect spinners.
I guess you can ignore this if you so wish but if another mapper also points this out you should at least consider it because play-wise I did experience some difficulty with the HP drain.

Maxylan wrote:

Because you have so many new combos, and HP6. You should generally avoid long sections with no notes. As these makes the rest of the map 2x as hard to compensate for the HP drain

mindmaster107 wrote:

01:13:530 (4,1) - You can do this here (image below). Replace 4 with 1 to better emphasize sound. I don't see how it would do that.
I did provide an image :p
When I played around trying to fix the sound that was the best I could think of. Matched the sound to the song perfectly and felt good to play. I guess this is optional as well!

mindmaster107 wrote:

02:01:060 (2,3) - The snap here should I am trying to reflect how sudden the music changes here. I made my best to make it readable though.
Yeah, whops. Meant to type "The snap here should be more obvious/readable". I agree it does do a great job reflecting the sudden change but I failed combo's here because it's hard to read. Hehe... My bad. Glad you're trying to make it more readable!

mindmaster107 wrote:

04:18:471 (1) - Replace with regular cirkle to emphasise sound I used spacing, as I always did to represent a drum sound. I don't see how doing something special would represent it.
I didn't notice any significant enough change in spacing to warrant the strong sound under this slider which looked like every other slider in this section. That's why I pointed it out. It's a minor thing so feel free to ignore this if you so wish but I think a circle better emphasize it, or perhaps even greater spacing.

[TL:DR]
I respect that you stand by your map because it is a good map ^^. And yeah my modding could use some work as I regularly only notice benign stuff but regardless I hope this helps to clarify some points!
If you've got any more specific criticism to throw my way to help me improve my modding that's also greatly apriciated!
Topic Starter
mindmaster107
It's rare to see a modder reply to a reply, but I will go over your reply.

I understand your worry. The HP drains about 40% maximum over the course of the slow section. I don't see how this is too big of an issue though, since other ranked maps do this, and if you passed the 2 kiais perfectly fine, then there should be no problem with health after the streams.

Also suggestions need to make sense. I was mapping the spacing to the drums, and I didn't see how your suggestion made any sense in my map. I would have been able to reply correctly if you said WHY I should consider your suggestion. If you have a keen idea on how to represent a section of the song better, which fits in with the map, then voice it! Just make sure you explain why.

Now if you said spacing I would have changed that (and I did thanks! I dunno if I should give kudosu twice tho). Try and give suggestions which fit the map being modded, as I advised before.



Actually imma just give you kudosu and see if it gets denied
Shii
Hello! You asked for a mod and here it is! Be warned, i will still mod your gimmicks if i feel like it plays too much of a role in my distaste in the map.
Sad ending.
Just preference, but could you capitalize both words in the difficulty name, just makes it stand out a bit better imo.
00:40:354 (1,2,3,1,2,3) - I get these triangle jumps are a part of the gimmick, but when they repeat exactly same way, it gets boring, and kind of gets old really quick when there's no change. I do like how the circular flow helps 00:40:942 (3) lead into the slider. I feel like slight irregularities with the spacing of the triangles would make it more interesting.
00:43:177 (1,2,3,1,2,3) - Pretty the same as above, though the circular flow of this is disruptive, as you get uncomfortable movement with 00:43:883 (1). I don't entirely understand why this wasn't just done the same way as the previous set to keep up the flow and triangle gimmick.
00:46:001 (1,2,3,1,2,3) - Once again, these get really old and really boring real quick. These do lead into the next slider well though.
00:47:413 (2) - I feel like rotating this a bit anticlockwise plays nicer with that unconventional flow you have going on here.
00:48:824 (1,2,3,1,2,3) - Still a pretty boring set of jumps imo
01:00:471 (3,4,5) - i feel like the reduced size of the previous slider could be filled with this triple to keep this constantly reversing flow.
01:52:354 (1,2,3,1,2,3) - I like the two triangles before this, since they weren't repeated and had slightly different shapes. These just bring on the monotonous nature of the first however many of these.
01:58:001 (1,2,3,1,2,3) - At this point I clearly understand why these are done, and it's to match up with the otherwise uninteresting and repetitive sounds which play when you map these jumps. Issue is, these jumps don't really make it any more interesting :/
02:00:471 (1,2,3,1) - Plays more like a kite than a triangle pattern, so i'm fine with this.
02:03:648 (1,2,3,1,2,3) - Back to this same old pattern
02:09:295 (1,2,3,1,2,3) - And here as well. I can't say that i even continued playing normally at this point, since i ended up just going to the editor from here on out to mod.
02:31:883 - Around this lower intensity section, i ended up single tapping just because of the lack of intense note placing here. This isn't a bad thing, but I kinda had to play like this to avoid missing, and it wasn't hugely comfortable. Not really your problem, the song is the issue here :)
02:33:648 (2,3,4) - Now this is much more interesting, with the varied spacing and shape.
03:06:824 (1,2,3) - This triangle pattern is pretty interesting, since it ends up playing more like a zig-zag that what I would have expected.
03:19:177 - Questioning why there's no break or anything here, or 03:22:118 or 03:25:060 for that matter. I'm guessing this is just something done by the editor, but it still baffles me :/
03:48:824 (3,4,5) - I feel like these sliders could have been a bit more interesting if they followed on from the kind of style of 03:47:413 (1,2) where they lead into eachother more and have a closer spacing.
03:53:766 (1,2,3,1,2,3) - Finally, this pattern is changed a bit! Though i believe the emphasis is misplaced.
03:56:589 (1,2,3,1,2,3) - And then back to these :/
04:07:530 (2,3,4) - Like i mentioned earlier on, I think you could use this triple to continue the motion of the slider.
04:46:472 (5,6) - Why not space this double out to continue the slider movement, so that you get a sharp motion that matches with 04:46:707 (7) 's shape and orientation.

Things I noticed in this map:
-You really do follow through with your gimmicks quite a lot (case and point, those boring triangle jumps)
-You relied mostly on stacking Triples and Doubles rather than ever spacing them, though i feel in some cases spacing might be more interesting.
-The map gets really repetitive really quick. I see this with a lot of longer maps, mainly because there's either a lot of filler rhythm, or a lot of reuse of old patterns and such.
I think the hitsounding might need touching up at parts, but I'm not that good with hitsounding, so i'll leave that up to you to decide.

Good luck with this map and anything else you make! If you need help at any point, don't hesitate to repost on my modding queue, or pm me ingame or on the forums :)
thiev
Hello, took a look at your map from your modding queue, and here I am.


I'll first give you a "playtester" point of view, where i focus mainly on what i felt as I played this map, then i'll give you a mod, as usual.
My goal is to be honest, so I won't sugarcoat my opinion.
This is my first mod in a while, so i don't know what the result is gonna be :p.



After playtest:
This map has not been enjoyable for me. The most disturbing thing has been the sudden and unexpected difficulty spike troughout the song.
They come as sudden stream jumps, or sudden jump, and there's nothing warning the player beforehand.
And there are some parts where i couldn't understand the spacing at all.

The overall idea seems great, but this didn't play well for me.


Sad ending.
The intro felt really clean as I played it.
00:14:236 (1,2,3,4,1,2) - Why didn't you line these up, as you did for 00:11:413 (1,2,3) - ? It's the same sound repeating several time, So you should make the slider looks the same too.

00:23:883 (8) - I think this need to either be the same as 00:23:177 (4) - , or to be compltely facing upwards. The sound isn't the same, I agree, but the slider as it is now feels goofy. I didn't understand it's meaning as I played the map because it felt more as a "slightly modified 00:23:177 (4) - slider" rather than a new slider for a new sound.

00:24:354 (3,4) - 00:24:707 (6,7) - 00:25:060 (9,10) - 00:25:413 (12,1) - As you already know,I'm not really a fan of these stream jumps. It's nice to add variation to your map, but considering it's difficulty, and the overall difficulty until this point, it feels out of place.

00:28:001 (7,8,9) - This one is nicely used , because aferwards there's a change in the music, and this empathize it. Moreover, there's only one so the difficulty spike isn't that high. So gj on this one.

00:30:001 (3,4) - 00:30:354 (6,7) - 00:30:707 (9,10) - 00:31:060 (12,1) - Same problems as the other one.
00:32:589 (1,2,3,4,5,6,7,8,9,10,11,12) - ^

00:36:824 (1) - This sound is important, but you mapped it the same way as the slider before it. Maybe change it's direction, or increase the spacing.

00:38:236 (1,1,1,1,1,1) - This section feel really disorganised, It seems like you placed them randomly to me.
Knowing that 00:38:942 (1) - is an important sound, maybe you could create a pattern for each pack of 3 notes or something along the lines.

Onto the kiai,t the start seems great now that I get a look at it again.
In my opinion, the main problem is that the intense part ( 00:40:354 (1,2,3,1,2,3) - ) are really short in comparison to the slider, and it's the sliders who take most of the space.
For example, after this part 00:40:354 (1,2,3,1,2,3) - , there is 3 really simple and slow slider. I think that's what made the map uncomfortable to me.

And this also made the triangular jumps seems out of place to me, because of the huge difference of difficulty of these elements.

Also, 00:46:707 (1,2) - Why are these sliders different ?


00:50:942 (1,2,3,4,1,2,3,4,1,2,3,4,1) - Tons of slow & simple slider. You could either organize these sliders into pattern, or add some diversity to them imo.

This section didn't play great to me, the spacing was really over the top considering the intensity of the song is lower than on the kiai.
01:05:295 (3,4) - I think you should decrease the spacing on this one.
01:06:001 (1,2,3,4,5,1,2,3) - This is confusing me. I don't really know what you're the following, the drum or the melody. Eitehr way, this isn't really clear.

01:07:883 (1,2,3,4,5,6,7) - Why is it different than 01:05:060 (1,2,3,4,1,2) -
01:09:530 (1,2,1,2,1,2) - Spacing too high
01:14:118 (1,2) - The angle beetween the circle and the start of the slider is akward
01:16:589 (3,4,1,2,1,2,1,2) - Spacing too high
01:17:766 (2,1) - The transition beetween "following melody" and "following drum" is quite harsh
01:20:824 (4,5,1,2,1,2) - Spacing too high

01:24:001 (1,2,1,1) - This has time/distance quality issue. Apart from the Nc, which is a weak indicator, everything tell the player that the distance beetween 01:24:001 (1,2) - and 01:24:354 (1,1) - is the same.

The next section was enjoyable to me, there was some hiccups here and there, but the overall feeling was pretty nice.
01:30:354 (1,2) - Decrease the spacing to be coherent with the spacing beetween 01:30:471 (2,1) -

01:36:001 (2,3) - Same problem of time/distance equality without indicator
01:38:825 (6,7) - same spacing problem as earlier
01:46:002 (4,1) - Increase the spacing

Next section mainly played ok
01:53:060 (1) - I don't understand what sound this is mapped on
02:00:118 (1,1,2) - spacing is really low in comparison to the other slider jump

the next section felt really repetitive to me, maybe it could use some variation
02:31:883 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - This plays nicely

next section was also repetitive , and the slider felt randomly placed

Next section see the return of the stream jumps, which still seems out of place, and welcome a bit of variation
02:47:059 (2,3,4,5,6,7) - There's nothing supporting a difficulty spike in the music :/
02:49:882 (2,3,4,5,6,7) - ^
02:52:707 (2,3,4,5,6,7) - ^
02:55:530 (2,3,4,5,6,7,8,9,10) - The difficulty spike make more sense, but is still way too high in comparison to the rest

Next section is mainly ok
02:59:177 (5,6) - I think you should remove these note to empathize the 4 note from the piano
03:02:000 (5,6) - ^
03:04:824 (5,6) - ^
03:10:471 (5,6) - ^
03:13:294 (5,6) - ^
03:16:118 (5,6) - ^
03:18:118 (4,5,6,7,8,9,10,11,12) - This seems out of place to me
03:36:118 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - ^

Next section has the same problem as the first kiai
03:48:824 (3) - This slider for exemple, could've been different. There's a really distinct sound that's unique, yet he looks and plays the same way as the others.
03:57:177 (3,1,1) - Time/distance problem without indicators
03:58:707 (1,2,3,4,1,2,3,4,1,2,3,4) - Tons of slow & simple slider. You could either organize these sliders into pattern, or add some diversity to them

Next section has the same problem as the first section after the first kiai
04:14:236 (1,2,3,4,5) - I don't understand why it's mapped this way
04:15:177 (1,2,3,1) - The spacing is misleading, the slider seems to be 1 tick away from the 3 where he's 2 tick away
04:16:236 (1,2) - Spacing too high
04:16:589 (1,2) - 04:21:530 (1,2) - 04:21:883 (1,2) - 04:22:236 (1,2) - 04:24:354 (3,4) - 04:24:706 (1,2) - 04:25:059 (1,2) - 04:25:413 (1,2) - ^
04:25:413 (1,2,1,1) - time/distance equality problem
04:28:589 (3,4) - 04:28:942 (1,2) - 04:29:295 (1,2) - Spacing too high
04:29:295 (1,2) - the direction should've been left to right, based on the first two pattern

Next section is enjoyable
04:38:119 (1,2,1) - time / distance equality
04:43:766 (2,3) - spacing too high
04:49:413 (1,2,1) - time/distance problem, spacing is fine on this one, cuz the first (1) is not stacked

Outro is nice, didn't found anything.


It would be nice if you gave me a feedback on my mod, so I can get better at it.
Hope that helped you.
Topic Starter
mindmaster107

ShiiTsuin wrote:

Hello! You asked for a mod and here it is! Be warned, i will still mod your gimmicks if i feel like it plays too much of a role in my distaste in the map.
Sad ending.
Just preference, but could you capitalize both words in the difficulty name, just makes it stand out a bit better imo. I was going for the sad feeling. Maybe I could decapitate the first word to make it stand out.
00:40:354 (1,2,3,1,2,3) - I get these triangle jumps are a part of the gimmick, but when they repeat exactly same way, it gets boring, and kind of gets old really quick when there's no change. I do like how the circular flow helps 00:40:942 (3) lead into the slider. I feel like slight irregularities with the spacing of the triangles would make it more interesting. I actually tried that, but play testing from myself and others says otherwise. I could increase spacing to make it harder if more people complain about it being too easy. I changed the flow of the slider since it contradicts my breaking of flow in the kiai.
00:43:177 (1,2,3,1,2,3) - Pretty the same as above, though the circular flow of this is disruptive, as you get uncomfortable movement with 00:43:883 (1). I don't entirely understand why this wasn't just done the same way as the previous set to keep up the flow and triangle gimmick.
00:46:001 (1,2,3,1,2,3) - Once again, these get really old and really boring real quick. These do lead into the next slider well though.
Im confused about why you are just pointing out things. Yes these are on purpose, and yes i know about the triangles.
00:47:413 (2) - I feel like rotating this a bit anticlockwise plays nicer with that unconventional flow you have going on here.
00:48:824 (1,2,3,1,2,3) - Still a pretty boring set of jumps imo

01:00:471 (3,4,5) - i feel like the reduced size of the previous slider could be filled with this triple to keep this constantly reversing flow. Either you didn't explain that well enough, or it doesn't fit with my visual style enough to warrant the change, as I change the direction of flow on every downbeat here.
01:52:354 (1,2,3,1,2,3) - I like the two triangles before this, since they weren't repeated and had slightly different shapes. These just bring on the monotonous nature of the first however many of these. The sound under the triangles REPEAT EXACTLY. How else am I meant to represent that with something that changes?
01:58:001 (1,2,3,1,2,3) - At this point I clearly understand why these are done, and it's to match up with the otherwise uninteresting and repetitive sounds which play when you map these jumps. Issue is, these jumps don't really make it any more interesting :/ I think I will increase the spacing of these if anyone else has a comment, since ye I can agree they need some more difficulty to be engaging.
02:00:471 (1,2,3,1) - Plays more like a kite than a triangle pattern, so i'm fine with this.
02:03:648 (1,2,3,1,2,3) - Back to this same old pattern
02:09:295 (1,2,3,1,2,3) - And here as well. I can't say that i even continued playing normally at this point, since i ended up just going to the editor from here on out to mod.
I don't see how the triangles are such a big of a deal to play. Yes they repeat, since the song repeats the exact same notes over and over again.
02:31:883 - Around this lower intensity section, i ended up single tapping just because of the lack of intense note placing here. This isn't a bad thing, but I kinda had to play like this to avoid missing, and it wasn't hugely comfortable. Not really your problem, the song is the issue here :) I am confused about what you meant. It is a slow section, so single tapping would make more sense, and I don't see how that is a complaint.
02:33:648 (2,3,4) - Now this is much more interesting, with the varied spacing and shape. Ye cus this is not a monotonous set of 3 beats, so I represented them differently.
03:06:824 (1,2,3) - This triangle pattern is pretty interesting, since it ends up playing more like a zig-zag that what I would have expected. ok?
03:19:177 - Questioning why there's no break or anything here, or 03:22:118 or 03:25:060 for that matter. I'm guessing this is just something done by the editor, but it still baffles me :/ I removed the break here, since I wanted the calm before the storm, since I would argue the largest buildup of the song begins here.
03:48:824 (3,4,5) - I feel like these sliders could have been a bit more interesting if they followed on from the kind of style of 03:47:413 (1,2) where they lead into eachother more and have a closer spacing. and by doing this I rid of them being different, ruining the spacing emphasis.
03:53:766 (1,2,3,1,2,3) - Finally, this pattern is changed a bit! Though i believe the emphasis is misplaced. Not really. Compare the sounds under it to when I normally used triangles.
03:56:589 (1,2,3,1,2,3) - And then back to these :/
04:07:530 (2,3,4) - Like i mentioned earlier on, I think you could use this triple to continue the motion of the slider. I am confused with how this works. A triple has no movement. It is a stack. I see no way it can provide momentum.
04:46:472 (5,6) - Why not space this double out to continue the slider movement, so that you get a sharp motion that matches with 04:46:707 (7) 's shape and orientation. Flow doesn't apply too much in flow section (I hope) so I reflected the music best as I could with visuals. I make it look out of place since the bells it represented were too.

Things I noticed in this map:
-You really do follow through with your gimmicks quite a lot (case and point, those boring triangle jumps)
-You relied mostly on stacking Triples and Doubles rather than ever spacing them, though i feel in some cases spacing might be more interesting.
-The map gets really repetitive really quick. I see this with a lot of longer maps, mainly because there's either a lot of filler rhythm, or a lot of reuse of old patterns and such.
I think the hitsounding might need touching up at parts, but I'm not that good with hitsounding, so i'll leave that up to you to decide.

thanks for noticing! I am not very experienced with hitsounding, but as long as it does ok im fine with that. I repeat ideas because the song repeats ideas too. I think what you were referring to is the map wasn't engaging, so I may boost difficulty in the kiai to compensate.

Good luck with this map and anything else you make! If you need help at any point, don't hesitate to repost on my modding queue, or pm me ingame or on the forums :)
You didn't change much, but you challenged my ideas and made me think about it. Kudosu given?
Topic Starter
mindmaster107

Shikinotsu wrote:

Hello, took a look at your map from your modding queue, and here I am.


I'll first give you a "playtester" point of view, where i focus mainly on what i felt as I played this map, then i'll give you a mod, as usual.
My goal is to be honest, so I won't sugarcoat my opinion.
This is my first mod in a while, so i don't know what the result is gonna be :p.


Well appreciated!

After playtest:
This map has not been enjoyable for me. The most disturbing thing has been the sudden and unexpected difficulty spike troughout the song.
They come as sudden stream jumps, or sudden jump, and there's nothing warning the player beforehand.
And there are some parts where i couldn't understand the spacing at all.

The overall idea seems great, but this didn't play well for me.


I guess? Im sorry that I didn't make the gimmick more obvious, but I tried my best by explaining in description, easing the player with the NC concept, repeating the rhythm using conventional patterns for better reading, and from test plays from a few people it certainly is readable. The awkward movement is on purpose, which I see could turn people off.

Sad ending.
The intro felt really clean as I played it.
00:14:236 (1,2,3,4,1,2) - Why didn't you line these up, as you did for 00:11:413 (1,2,3) - ? It's the same sound repeating several time, So you should make the slider looks the same too. This time it was 6 repeating sliders, so I had no room to fir them all in. They are all very similar visually compared to the ones I tried to emphasize, so I think I did well here.

00:23:883 (8) - I think this need to either be the same as 00:23:177 (4) - , or to be compltely facing upwards. The sound isn't the same, I agree, but the slider as it is now feels goofy. I didn't understand it's meaning as I played the map because it felt more as a "slightly modified 00:23:177 (4) - slider" rather than a new slider for a new sound. I was trying to go for a slightly modified slider. Maybe I should modify it a bit more to make it stand out.

00:24:354 (3,4) - 00:24:707 (6,7) - 00:25:060 (9,10) - 00:25:413 (12,1) - As you already know,I'm not really a fan of these stream jumps. It's nice to add variation to your map, but considering it's difficulty, and the overall difficulty until this point, it feels out of place. I think I agree, seeing how many complaints. I wanted to introduce stack jumps early on in the map so players can get used to them, but maybe this is too early. I will reduce these to regular repeats with one stack at the end to show off the rising note.

00:28:001 (7,8,9) - This one is nicely used , because aferwards there's a change in the music, and this empathize it. Moreover, there's only one so the difficulty spike isn't that high. So gj on this one. This is what I am changing them too.

00:30:001 (3,4) - 00:30:354 (6,7) - 00:30:707 (9,10) - 00:31:060 (12,1) - Same problems as the other one.
00:32:589 (1,2,3,4,5,6,7,8,9,10,11,12) - ^
Yes thanks for pointing them all out. I got this.

00:36:824 (1) - This sound is important, but you mapped it the same way as the slider before it. Maybe change it's direction, or increase the spacing. Ye rip I messed that up.

00:38:236 (1,1,1,1,1,1) - This section feel really disorganised, It seems like you placed them randomly to me. They were placed roughly geometrically, and the randomness was on purpose. The AR is high enough to prevent misreads I hope.
Knowing that 00:38:942 (1) - is an important sound, maybe you could create a pattern for each pack of 3 notes or something along the lines. Noting they are all drum sounds, I wanted them all to have about the same level of emphasis. I emphasized the note you were concerned about visually, grouping it in a triangle with the remaining 2, which are spaced larger since those two seem to really have build up.

Onto the kiai,t the start seems great now that I get a look at it again.
In my opinion, the main problem is that the intense part ( 00:40:354 (1,2,3,1,2,3) - ) are really short in comparison to the slider, and it's the sliders who take most of the space.
For example, after this part 00:40:354 (1,2,3,1,2,3) - , there is 3 really simple and slow slider. I think that's what made the map uncomfortable to me.

This is where I had to make a decision. The kiai did not have enough notes to support the intensity it promoted, so I used the most uncomfortable flow possible to emphasize the section..

And this also made the triangular jumps seems out of place to me, because of the huge difference of difficulty of these elements. This was trying to show off the sudden rhythm intensity. The drum beats stand out so much, and so suddenly, like a machine gun. This is under my interpretation of the music, which is subjective so not much to argue there, and unfortunately the map is also built around them.

Also, 00:46:707 (1,2) - Why are these sliders different ? They are not? They are flipped across the horizontal axis this time.


00:50:942 (1,2,3,4,1,2,3,4,1,2,3,4,1) - Tons of slow & simple slider. You could either organize these sliders into pattern, or add some diversity to them imo. I think I did that fine. It used to be alot worse, but I organized them by symmetry for groups of 4, and pairs of slider shapes to show the changes in music.

This section didn't play great to me, the spacing was really over the top considering the intensity of the song is lower than on the kiai.
01:05:295 (3,4) - I think you should decrease the spacing on this one. I think it is small enough.
01:06:001 (1,2,3,4,5,1,2,3) - This is confusing me. I don't really know what you're the following, the drum or the melody. Eitehr way, this isn't really clear. I was following both? I think this is allowed. I used two distinct types of spacing so hopefully that is enough to separate the two.

01:07:883 (1,2,3,4,5,6,7) - Why is it different than 01:05:060 (1,2,3,4,1,2) - So am I. Imma fix that right away.
01:09:530 (1,2,1,2,1,2) - Spacing too high I don't see how it is too high, compared to the rest of the section.
01:14:118 (1,2) - The angle beetween the circle and the start of the slider is akward That was on purpose.
01:16:589 (3,4,1,2,1,2,1,2) - Spacing too high Again it was the same as before.
01:17:766 (2,1) - The transition beetween "following melody" and "following drum" is quite harsh It was like that in the song too. As long as it is readable and playable, I will continue to prioritize reflecting the music.
01:20:824 (4,5,1,2,1,2) - Spacing too high I say it is normal compared to everything else. If you are complaining about the entire section, I may make the kiai section harder to compensate.

01:24:001 (1,2,1,1) - This has time/distance quality issue. Apart from the Nc, which is a weak indicator, everything tell the player that the distance beetween 01:24:001 (1,2) - and 01:24:354 (1,1) - is the same. NCs can be used like this, and the high AR does help with reading. By using the same spacing, with half the density, I am directly showing the drop in music intensity.

The next section was enjoyable to me, there was some hiccups here and there, but the overall feeling was pretty nice.
01:30:354 (1,2) - Decrease the spacing to be coherent with the spacing beetween 01:30:471 (2,1) - I think it is already? The slider is so short it barely is held. I mainly used it for filler in this section, and the same spacing again contrasts the sudden drop in music intensity.

01:36:001 (2,3) - Same problem of time/distance equality without indicator
01:38:825 (6,7) - same spacing problem as earlier
01:46:002 (4,1) - Increase the spacing
I don't see how any of this helps with reflecting the song, nor playability.

Next section mainly played ok
01:53:060 (1) - I don't understand what sound this is mapped on I maybe becoming deaf. I thought I heard something here, and this time I can't. Thanks for finding.
02:00:118 (1,1,2) - spacing is really low in comparison to the other slider jump Fixed.

the next section felt really repetitive to me, maybe it could use some variation
02:31:883 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - This plays nicely

next section was also repetitive , and the slider felt randomly placed

Next section see the return of the stream jumps, which still seems out of place, and welcome a bit of variation
02:47:059 (2,3,4,5,6,7) - There's nothing supporting a difficulty spike in the music :/
02:49:882 (2,3,4,5,6,7) - ^
02:52:707 (2,3,4,5,6,7) - ^
02:55:530 (2,3,4,5,6,7,8,9,10) - The difficulty spike make more sense, but is still way too high in comparison to the rest
I guess I underestimated stack jumps. I will reduce these into normal repeating sliders. except for the last one, which I will nerf differently.

Next section is mainly ok
02:59:177 (5,6) - I think you should remove these note to empathize the 4 note from the piano
03:02:000 (5,6) - ^
03:04:824 (5,6) - ^
03:10:471 (5,6) - ^
03:13:294 (5,6) - ^
03:16:118 (5,6) - ^
Not really. I am being monotonous in this section since the piano is not significant in any way. This is my interpretation, but this one can be challenged. I may be seeing complaints from others. If not then it is ok. Ill wait and see.
03:18:118 (4,5,6,7,8,9,10,11,12) - This seems out of place to me
03:36:118 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - ^
Again I seem to underestimate these stack jumps.

Next section has the same problem as the first kiai
03:48:824 (3) - This slider for exemple, could've been different. There's a really distinct sound that's unique, yet he looks and plays the same way as the others. I argue otherwise. the sound feels pretty normal in the final kiai, with everything distorting. I used spacing here (hopefully it covers it), since varying slider shapes too much may break the visuals too much.
03:57:177 (3,1,1) - Time/distance problem without indicators Again, same argument as before. It is clearly readable, both from NC, and AR.
03:58:707 (1,2,3,4,1,2,3,4,1,2,3,4) - Tons of slow & simple slider. You could either organize these sliders into pattern, or add some diversity to them Lemme explain in more detail why I deny this, like before. Symmetry and slider shapes already show off the changes of the beats, with spacing backing major downbeats up. This section is pretty repetitive, so having too much variation would contradict the song.

Next section has the same problem as the first section after the first kiai
04:14:236 (1,2,3,4,5) - I don't understand why it's mapped this way I do. It follows the same concepts as before, just in a new visual way. I don't think it strays too far from before. This simply follows the pentagonal shape, instead of a hexagonal one.
04:15:177 (1,2,3,1) - The spacing is misleading, the slider seems to be 1 tick away from the 3 where he's 2 tick away which is why I used an NC.
04:16:236 (1,2) - Spacing too high
04:16:589 (1,2) - 04:21:530 (1,2) - 04:21:883 (1,2) - 04:22:236 (1,2) - 04:24:354 (3,4) - 04:24:706 (1,2) - 04:25:059 (1,2) - 04:25:413 (1,2) - ^
Same as before. I will buff kiai section if this gets out of hand.
04:25:413 (1,2,1,1) - time/distance equality problem Same excuse as before.
04:28:589 (3,4) - 04:28:942 (1,2) - 04:29:295 (1,2) - Spacing too high
04:29:295 (1,2) - the direction should've been left to right, based on the first two pattern Thanks mate!

Next section is enjoyable
04:38:119 (1,2,1) - time / distance equality
04:43:766 (2,3) - spacing too high
04:49:413 (1,2,1) - time/distance problem, spacing is fine on this one, cuz the first (1) is not stacked
this reads with the same concepts as before. I do not see how this is unreadable.

Outro is nice, didn't found anything.


It would be nice if you gave me a feedback on my mod, so I can get better at it.
Hope that helped you.
It defiantly did help me. Thanks for mod. I will be modding your map very soon.
Senery
hi! from the M4M

[Sad Ending]
  1. 00:39:648 (1) - blanket this with 00:40:589 (3) -
  2. 00:42:471 (1) - blanket is off
  3. 00:43:765 (3,1) - blanket these
  4. 01:02:942 (4,5) - this blanket is off or atleast doesnt look nice
  5. 01:06:707 (1,3) - this is a louder sound than the rest so maybe space them because this section is really confusion with how you mapped it, sometimes you space the louder sound from the others and sometimes you dont?
  6. 01:18:471 (1,2) - blanket is off
  7. 02:00:118 (1,1,2,3,1,2) - this may be a bit hard to read, same for the other sections
  8. 02:29:766 (3,4) - maybe space these a bit so they dont overlap
  9. 03:19:177 - 03:27:648 - maybe have breaks between the sliders? you dont have to do this
  10. 04:10:707 (4,5) - make it so (5) blankets the body of (4) aswell
thats it hope it helps!
Topic Starter
mindmaster107

Senery wrote:

hi! from the M4M

[Sad Ending]

  1. 00:39:648 (1) - blanket this with 00:40:589 (3) - I guess I can make it neater.
  2. 00:42:471 (1) - blanket is off ok
  3. 00:43:765 (3,1) - blanket these No since I don't blanket after triangles.
  4. 01:02:942 (4,5) - this blanket is off or atleast doesnt look nice It is blanketed well, and I don't see hoow it looks bad.
  5. 01:06:707 (1,3) - this is a louder sound than the rest so maybe space them because this section is really confusion with how you mapped it, sometimes you space the louder sound from the others and sometimes you dont? I did space them differently. I don't see what you mean.
  6. 01:18:471 (1,2) - blanket is off k
  7. 02:00:118 (1,1,2,3,1,2) - this may be a bit hard to read, same for the other sections And this is done on purpose. I nerfed it to something readable before, so I don't see a need to do it again, unless this is much harder than I think it is.
  8. 02:29:766 (3,4) - maybe space these a bit so they dont overlap The overlap here is on purpose. I guess I will make it more obvious then.
  9. 03:19:177 - 03:27:648 - maybe have breaks between the sliders? you dont have to do this and I won't for 2 reasons. One it helps with giving off the calm death before build up. Second it would put drain time below 5 mins, so me being petty im keeping this breakless.
  10. 04:10:707 (4,5) - make it so (5) blankets the body of (4) aswell ok.
thats it hope it helps!
I guess? It technically earned a kudosu, so yay.
Aeds Fuwa
Hello from the m4m queue

00:22:707 (1,2,3,4,5,6,7,8) - These sliders are very confusing. At this point, the player is already accustomed to tapping on the 1/3 beats since it matches the rhythm of the song and you have used it earlier in the map. Also, the sliders don't match the rhythm well since the slider end plays on an important beat.

00:24:118 (1,2,3) - Stacks like these are counter-intuitive since it doesn't follow time-distance equality. The spacing in between 00:24:118 (1,2,3) is different from the spacing in between 00:24:354 (3,4)

00:39:648 - imo, having higher slider velocity would make these sections way more interesting and fun. It'll also compliment the triangles very well since they both require fast cursor movement.

00:49:412 (3,1) - The spacing in-between these is the same as 00:49:530 (1,1) despite being on different beats. Starting a NC isn't enough for a player to realize that they are on different beats.

01:05:648 (1,2) - Spacing in between these is the same as 01:05:766 (2,1) despite being on different beats.

01:06:707 (1,2,3) - Spacing here is not equal even if the beats are.

01:17:648 (1,2) - Spacing between this and all of these 01:17:766 (2,1,1) are all the same when they shouldn't

01:24:118 (2,1,1,1) - ^

01:48:824 - I know that you're trying to make this uniform to 00:39:648 , but the slider velocity and slider patterns are exactly the same as last time. Differentiate them from the last part to make the map more interesting.

03:46:001 (1,1,1,1,1,1) - Spacing on these should be larger

03:47:413 - The majority of the sliders in this section is exactly the same as the last 2 kiai sections. Change up stuff like spacing and sliders, but more importantly change the slider velocity. Having the same slow slider velocity as the last sections makes this part boring.
Topic Starter
mindmaster107

Aeds Fuwa wrote:

Hello from the m4m queue

00:22:707 (1,2,3,4,5,6,7,8) - These sliders are very confusing. At this point, the player is already accustomed to tapping on the 1/3 beats since it matches the rhythm of the song and you have used it earlier in the map. Also, the sliders don't match the rhythm well since the slider end plays on an important beat. Your first point makes no sense. Yes they are now accustomed to the map being on 1/3, so they should have no difficulty playing this section. Also since the triple of notes lower intensity, I decided to represent that by having a slider tail cover the final note to show relative weakness, and space the first object as usual, perfectly scaling the intensity of notes.

00:24:118 (1,2,3) - Stacks like these are counter-intuitive since it doesn't follow time-distance equality. The spacing in between 00:24:118 (1,2,3) is different from the spacing in between 00:24:354 (3,4) that is because it isn;t meant to follow time distance equality. The spacing shows off the varied level of intensity between notes. I will make my intentions more obvious though by spacing the major notes wider.

00:39:648 - imo, having higher slider velocity would make these sections way more interesting and fun. It'll also compliment the triangles very well since they both require fast cursor movement. That is because I am trying not to compliment the triangles. A low slider velocity would contrast well with the sudden acceleration needed to hit the triangles.

00:49:412 (3,1) - The spacing in-between these is the same as 00:49:530 (1,1) despite being on different beats. Starting a NC isn't enough for a player to realize that they are on different beats. I would argue otherwise. Test playing from myself and others shows this is readable. I could make the spacing wider though to both emphasize the intensity, and make it easier to read.

01:05:648 (1,2) - Spacing in between these is the same as 01:05:766 (2,1) despite being on different beats. Fixed.

01:06:707 (1,2,3) - Spacing here is not equal even if the beats are. I don't see how this has different beat strength. Object 1, and 3 are about the same intensity.

01:17:648 (1,2) - Spacing between this and all of these 01:17:766 (2,1,1) are all the same when they shouldn't I argue they should, since they all represent the same drum beat.

01:24:118 (2,1,1,1) - ^ I don't see how this relates to the previous. They HAVE different spacing, since the drum drops in intensity, with the second downbeat being spaced slightly further.

01:48:824 - I know that you're trying to make this uniform to 00:39:648 , but the slider velocity and slider patterns are exactly the same as last time. Differentiate them from the last part to make the map more interesting. I argue against this. The song uses rhythm choice to provide variety, so I will match it to emphasize it. Changing the song where there is no change is exactly where I draw the line. This is subjective, but since my map was built around repeating with the song, I will not accept this.

03:46:001 (1,1,1,1,1,1) - Spacing on these should be larger Why? I match the spacing to 00:38:236 (1,1,1,1,1,1) , if not larger! Making it even larger would break the repetition I am establishing.

03:47:413 - The majority of the sliders in this section is exactly the same as the last 2 kiai sections. Change up stuff like spacing and sliders, but more importantly change the slider velocity. Having the same slow slider velocity as the last sections makes this part boring. The song here may be the limiting factor. The song is arguably boring since it exactly repeats so much. This however should be reflected by the map, which I did. If I could find a way to manage variety without blatantly contradicting the song, I would do it. Your suggestions however don't fit this criteria.
I see the complaint that my map is a mild bit boring, which I could solve by raising intensity in kiai to compensate. This however may be the wrong way to do it, so I will remain open to ideas on how to beef up the kiai sections in future mods.
wa_
Hey, m4m from my queue!
  1. You can improve quality of background, I found bigger version of it. I have created a cropped version of background, you can use it in this map ;) It is the largest image you can put in a rankable map at this moment; there's no big difference between this and currently used image, but you can avoid letterboxing/cropping in game and it could work better with larger displays (no need to upscale if you have 1366x768).
  2. You should put a link to background artist's profile in map description as he/she allows to use images as long as you provide link to website.
  3. Check AIMod. It shows that some objects are not snapped correctly! This is unrankable, look at wiki for more info (criterion Your map must be perfectly timed).
  4. 20% volume from 02:22:707 to 03:19:177 is definitely too low, especially in the part with 1/3 streams. Impactful sounds need to be emphasized well! Or it's just me :p
  5. 00:35:413 (1,2,3,4) - You should try to improve this pattern, at least try to provide same angles and distances.
  6. 00:36:471 (4) - 00:37:530 (3) - Remove the last reverse, it's super hard to get 300 from this slider. You can also try to remove last reverses from all 1/6 kicksliders in this section like here: 03:44:589 (1,2,1,2).
  7. 01:17:648 (1,2) - This notes should be less distant, this double leads to pattern at 01:18:001 (1,1) which is very confusing...
  8. 01:43:883 (4,5,6) - Try to keep consistent spacing, you made something similar in this part but with lower spacing 01:38:236 (4,5,6).
  9. 02:28:354 (1,2,3,4) - Similar situation as at 00:35:413 (1,2,3,4), I can't see why you decided to lower spacing here...
  10. 02:36:471 (4) - That's rather minor thing and I don't know if it's not intentional, but you can see some inconsistency with spacing, sliders at 02:35:413 (1,2) have high spacing but 02:36:118 (3,4) are quite close to each other. You can try to move 02:36:471 (4) to x332, y320 or something else to make spacing more consistent. Same goes to 02:39:295 (4).
  11. 02:41:413 (2) - Hm, try something like this, now this slider doesn't fit to anything :p
  12. 02:46:001 (5,6,7,8) - As you can see, this pattern is much closer to 02:46:707 (1) than 02:45:295 (1,2,3,4). Imho you should make these spacings equal.
  13. 02:48:472 (4) - The angle of this slider kinda ruins a very nice star pattern :(
  14. 02:56:471 (6,1) - This jump is SO HARD, you should consider changing 02:56:236 (4,5,6) - into slider or lowering spacing...
  15. 03:07:177 (4) - Move this slider to x136, y36? You can avoid unnecessary spacing spike and get a nice, zigzag diamond shape!
  16. 03:47:413 (1,2) - Aesthetics, try to move these objects away, I don't see any combination of slow sliders in this map with overlaps.
  17. 03:50:236 (5) - Shouldn't this slider end at 03:50:824?
  18. 04:07:177 (1,2,3,4) - I'm not sure if this overlap was intended... 04:07:883 (5,6,7,8,1,2,3) - you made it much better here.
  19. 04:14:589 (4) - Hm, remove this circle as it doesn't follow any strong drum sound?
  20. 04:18:118 (1) - I don't think this NC is necessary.
  21. 04:23:766 (5) - Possibly try Ctrl+G, you can get same pattern as at 04:22:707 (2,3) and better transition with 04:24:118 (1,2,3,4).
  22. 04:43:883 (3) - 04:49:531 (2) - Is there any reason for putting here such a high 1/4 spacing?
  23. 04:45:060 (5,6,7) - These overlapping objects looks unpolished, try to move this pattern away from 04:44:589 (4).
  24. 04:47:766 (1) - Try to keep consistency and stack it like 04:47:060 (1,2,3,4) or 04:48:472 (1,2,3,4).
  25. 04:51:648 (4,5,6) - Same as 02:46:001 (5,6,7,8).
  26. 04:52:354 (7) - Imo there's no reason to keep slider here, circle should work for this "bell" sound.
  27. 05:12:118 - You can make this beat clickable, it's not very important but I think it's worth ;)
Hm, this could be mapped better, I'm not a fan of high-spaced 1/4s, imho you should pay more attention at consistency and aesthetics. Some patterns/ideas are quite nice.

Please remember to mod my map :)
Somi
from m4m ~ haven't modded in a few months/noob modder

General

  1. Pretty simple errors

sad ending.


  1. 00:38:471 (1,1,1) - Not sure why you NCed these
  2. 00:57:295 (2) - ctrl + g - it seems more comfortable to play
  3. 01:14:118 (1,2) - This should have the same (or similar) spacing from 01:13:530 (1,2)
  4. 01:57:295 (2) - NC?
  5. 02:34:707 (3,3,3,3,3,3,3,3) - Normal sliders sound better with the rhythm
  6. 02:57:296 (1,2,1,2) - Not sure if it's just me, but it sounds better to change these into sliders since it doesn't sound right to just have constant circles when there is a clear kick sound ( I see this happening a lot in the map )
  7. 03:53:766 (1,2,3,1,2,3) - ctrl + g? This seems very uncomfortable to play
  8. 04:31:883 (1) - NC
  9. 04:49:413 (1) - Lower the spacing? Not sure why you made it so far away
Sorry for the short mod - but I like the uniqueness (if that's a word) to this map
Topic Starter
mindmaster107

wa_ wrote:

Hey, m4m from my queue!
  1. You can improve quality of background, I found bigger version of it. I have created a cropped version of background, you can use it in this map ;) It is the largest image you can put in a rankable map at this moment; there's no big difference between this and currently used image, but you can avoid letterboxing/cropping in game and it could work better with larger displays (no need to upscale if you have 1366x768). Sure! Thanks man
  2. You should put a link to background artist's profile in map description as he/she allows to use images as long as you provide link to website. I guess that would be a step further than just putting their name in the box.
  3. Check AIMod. It shows that some objects are not snapped correctly! This is unrankable, look at wiki for more info (criterion Your map must be perfectly timed). Bad oversight in my case. Imma fix that.
  4. 20% volume from 02:22:707 to 03:19:177 is definitely too low, especially in the part with 1/3 streams. Impactful sounds need to be emphasized well! Or it's just me :p I used 20% in other slow sections too, so I will stick with my OG volume.
  5. 00:35:413 (1,2,3,4) - You should try to improve this pattern, at least try to provide same angles and distances. I wanted this to have different angles and spacing, to show of the building of this section.
  6. 00:36:471 (4) - 00:37:530 (3) - Remove the last reverse, it's super hard to get 300 from this slider. You can also try to remove last reverses from all 1/6 kicksliders in this section like here: 03:44:589 (1,2,1,2). Fixed. After repeated complaints, I guess overall it was too difficult. In th e second section, since it is repeated, I would assume the player would be able to time it well.
  7. 01:17:648 (1,2) - This notes should be less distant, this double leads to pattern at 01:18:001 (1,1) which is very confusing... I don't see how.
  8. 01:43:883 (4,5,6) - Try to keep consistent spacing, you made something similar in this part but with lower spacing 01:38:236 (4,5,6). The second pattern is in the more intense bit of the song, so I took the same pattern and spaced it a bit further apart.
  9. 02:28:354 (1,2,3,4) - Similar situation as at 00:35:413 (1,2,3,4), I can't see why you decided to lower spacing here... The music just lowers slightly in intensity.
  10. 02:36:471 (4) - That's rather minor thing and I don't know if it's not intentional, but you can see some inconsistency with spacing, sliders at 02:35:413 (1,2) have high spacing but 02:36:118 (3,4) are quite close to each other. You can try to move 02:36:471 (4) to x332, y320 or something else to make spacing more consistent. Same goes to 02:39:295 (4). This is intentional. I am spacing for the drum beats.
  11. 02:41:413 (2) - Hm, try something like this, now this slider doesn't fit to anything :p I don't see how the slider doesn't cover anything. There is a pretty recognisable drum beat right underneath.
  12. 02:46:001 (5,6,7,8) - As you can see, this pattern is much closer to 02:46:707 (1) than 02:45:295 (1,2,3,4). Imho you should make these spacings equal. I AM TRYING TO USE SPACING EMPHASIS FOR DRUM BEATS!
  13. 02:48:472 (4) - The angle of this slider kinda ruins a very nice star pattern :( I am trying to split the patterns to make them more distinct. I guesss I will do the same with other ones in this section to make it more obvious.
  14. 02:56:471 (6,1) - This jump is SO HARD, you should consider changing 02:56:236 (4,5,6) - into slider or lowering spacing... I will reduce spacing in my own way. I want to keep the stack jump.
  15. 03:07:177 (4) - Move this slider to x136, y36? You can avoid unnecessary spacing spike and get a nice, zigzag diamond shape! The spacing spike is very intentional. There is a drum beat on it that is very strong.
  16. 03:47:413 (1,2) - Aesthetics, try to move these objects away, I don't see any combination of slow sliders in this map with overlaps. Which is why this one stands out. The song right now is using a very long note, with a bit of a rift in the middle. I represented this with 2 sliders that look connected, boldly standing out against the rest of the song, following the pattern of each kiai becoming more and more unique.
  17. 03:50:236 (5) - Shouldn't this slider end at 03:50:824? Since there was no distinct sound to be had here, I just used this slider for filler. It is 2/3 of a beat away from the next set of objects.
  18. 04:07:177 (1,2,3,4) - I'm not sure if this overlap was intended... 04:07:883 (5,6,7,8,1,2,3) - you made it much better here. It was to show the raising intensity of each set of notes.
  19. 04:14:589 (4) - Hm, remove this circle as it doesn't follow any strong drum sound? It used to be empty, but the sound under it was way to distinct to undermap. I tried keeping this empty, but I would play it incorrectly.
  20. 04:18:118 (1) - I don't think this NC is necessary. It is, since there is a 2/3 gap. I am keeping these sliders as 1/3 for reasons I will explain if there is a more reasonable reason to rid of them.
  21. 04:23:766 (5) - Possibly try Ctrl+G, you can get same pattern as at 04:22:707 (2,3) and better transition with 04:24:118 (1,2,3,4). While your reasons behind why don't line up with my map's design, I will try changing this pattern to have better spacing emphasis.
  22. 04:43:883 (3) - 04:49:531 (2) - Is there any reason for putting here such a high 1/4 spacing? Yes there is. The chonk sound under it is both the major dividing sounds for intense sections of the song, and sounds out of place from everything else. I showed this off by spacing for these with big spacing.
  23. 04:45:060 (5,6,7) - These overlapping objects looks unpolished, try to move this pattern away from 04:44:589 (4). ok
  24. 04:47:766 (1) - Try to keep consistency and stack it like 04:47:060 (1,2,3,4) or 04:48:472 (1,2,3,4). This would disregard the unique sound the circle has to cover.
  25. 04:51:648 (4,5,6) - Same as 02:46:001 (5,6,7,8). I have no clue what you mean. I assume you mean the overlap is a bit messy, so I will make it clearer.
  26. 04:52:354 (7) - Imo there's no reason to keep slider here, circle should work for this "bell" sound. I covered almost all different sounds in this section with sliders, apart from when I couldn't and used circles. I will keep this the way it is.
  27. 05:12:118 - You can make this beat clickable, it's not very important but I think it's worth ;) The point of me making this non cliclable is since the section is so low intensity it would make no sense.
Hm, this could be mapped better, I'm not a fan of high-spaced 1/4s, imho you should pay more attention at consistency and aesthetics. Some patterns/ideas are quite nice.

Please remember to mod my map :)
Right I will remember to mod your map. Expect something in a few days.
Topic Starter
mindmaster107

Matrotic wrote:

from m4m ~ haven't modded in a few months/noob modder

General


  1. Pretty simple errors


Ye I fixed them in a previous mod.

sad ending.


  1. 00:38:471 (1,1,1) - Not sure why you NCed these I NCed them since they were 2/3 gaped objects.
  2. 00:57:295 (2) - ctrl + g - it seems more comfortable to play I am trying to break flow as much as possible. this would go against that.
  3. 01:14:118 (1,2) - This should have the same (or similar) spacing from 01:13:530 (1,2) No it shouldn't since there is a drum sound that is very prominent under object 2.
  4. 01:57:295 (2) - NC? That would go against everything.
  5. 02:34:707 (3,3,3,3,3,3,3,3) - Normal sliders sound better with the rhythm I don't see how.
  6. 02:57:296 (1,2,1,2) - Not sure if it's just me, but it sounds better to change these into sliders since it doesn't sound right to just have constant circles when there is a clear kick sound ( I see this happening a lot in the map ) I emphasize this by using changes in stream rotation, stream corners, and NCs. What more do you want?
  7. 03:53:766 (1,2,3,1,2,3) - ctrl + g? This seems very uncomfortable to play This is very intentional. This is the one time the repeating 3 notes diverges fromthe normal beats, into a messy slurry of notes, reflected by me using a weird triangle, in a very weird position.
  8. 04:31:883 (1) - NC That would again go against my NC gimmick.
  9. 04:49:413 (1) - Lower the spacing? Not sure why you made it so far away Considering that the pair of notes is very distinct, the object is directly after the slider, and there is a 2/3 gap between them anyways, I don't see how this spacing is too large.
Sorry for the short mod - but I like the uniqueness (if that's a word) to this map
You didn't bring up any valid points, and the wiki said AIMOD echoing isn't good enough. Im sorry I will have to deny kudosu.

Try and match the ideas of the map, and find flaws in it. If my map used correct flow in a section where bad flow was used, then that is wrong, unless I also repeated that with the music. Look at the map as it is, ideas and concepts in your head.
SparkNights
- M4M -

I mod 5*map at first time! I can't pass 5*map, so it maybe not good

Here is some suggestions (Red word means It maybe makes the map unrankable)
<1> 00:00:119 - The greenline is useless. It makes the note with 50%vol. If you want it with 90%vol and the spinner with 50%vol, You should move the 50%vol-greenline to 00:00:295
<2> AImod say 00:30:942(8) slider's ending is not snapped
<3> 00:38:236(1,1,1,1,1,1) - You can use 6x1/2 beat sliders with highSV to instead of 6 notes
<4> 00:48:118(1) - You can use [3x(1/3beat or 1/2beat) sliders] or [2x(1/3beat or 1/2beat) and a note] to instead of 2/3beat slider with a return. If you do, you can put a highSV-greenline in 00:48:118
<5> 01:18:354(5) - The note makes the map hard to read, try deleting the note. But this is Extra, you can also keep.
<6> 01:24:824 - I think 0.3xSV too slow, try 0.4-0.5x, If you do, you need change greenline in 01:36:118 to 0.6-0.7xSV. And I think 01:36:118(3) should be NC?
<7> 02:00:824(1) and 02:06:471(1) change the slider to 1/2 beat?
<8> 02:53:883(2) Its position is not snapped
<9> 03:07:883(4) NC here?
<10> 03:19:177 - 03:27:648 Could you add a breaktime between each 2 objects? It can be easy to pass
<11> 03:46:001(1,1,1,1,1,1) same as <3>
<12> 03:53:766(1,2,3,1,2,3) The △ABC looks not A=B=C
<13> 03:55:883(3) same as <4>
<14> 04:26:942(3) NC here?
<15> 04:32:589 same as <6>
That's all.
Topic Starter
mindmaster107

Mcen314 wrote:

- M4M -

I mod 5*map at first time! I can't pass 5*map, so it maybe not good

Here is some suggestions (Red word means It maybe makes the map unrankable)
<1> 00:00:119 - The greenline is useless. It makes the note with 50%vol. If you want it with 90%vol and the spinner with 50%vol, You should move the 50%vol-greenline to 00:00:295 I am very confused with what you mean. How is the green line useless? It is setting the section of the song I want to the right volume. Then again I got the volume wrong, and changed into 10%
[color=#FF0000]<2> AImod say 00:30:942(8) slider's ending is not snapped[/color] Fixed. I am blind as always to snapping incorrectly.
<3> 00:38:236(1,1,1,1,1,1) - You can use 6x1/2 beat sliders with highSV to instead of 6 notes That would break 2 things: My snapping to 1/3 beats, and the drums are sharp impacts, so a slider wouldn't represent it well.
<4> 00:48:118(1) - You can use [3x(1/3beat or 1/2beat) sliders] or [2x(1/3beat or 1/2beat) and a note] to instead of 2/3beat slider with a return. If you do, you can put a highSV-greenline in 00:48:118 Why? If you are giving me a suggestion, I am happy to consider them if you give me a reason, but right there it just looks like you are giving a more complicated option which contradicts the rest of the map.
<5> 01:18:354(5) - The note makes the map hard to read, try deleting the note. But this is Extra, you can also keep. You mean 01:19:766 (5) . I am keeping this not because it is an extra, but because the slider's end is more significant than the head, so I needed a circle to represent it.
<6> 01:24:824 - I think 0.3xSV too slow, try 0.4-0.5x, If you do, you need change greenline in 01:36:118 to 0.6-0.7xSV. And I think 01:36:118(3) should be NC? I am declining the first suggestion, since the massive difference is better done with a massive shift in speed. I would say changing it could introduce more problems than it fixes. The NC point doesn't apply either. My usage of NCs in this map is more complex than NCing all downbeats, as you can tell. I am not NCing this for readability.
<7> 02:00:824(1) and 02:06:471(1) change the slider to 1/2 beat? First, I think you mean 2/3 slider, since the sound is on the second purple tick. Second, why would I do that. The end is way to strong to be covered by a slider tail, and I want a difficult jump to object 3 to contrast movement and slider velocity (as I have been doing). Both can be achieved by having a circle capping the slider.
<8> 02:53:883(2) Its position is not snapped Nice catch.
<9> 03:07:883(4) NC here? That would mess up reading too much for reasons touched on before.
<10> 03:19:177 - 03:27:648 Could you add a breaktime between each 2 objects? It can be easy to pass Me wafting about how this contrasts the song well doesn't apply here since this is a playability concern, however I am still going to reject the mod. From testing, the slider section only drops health by about 1/3, if not less. Considering the low intensity bit leading in, if you made it through 2 kiais, I would at least have the confidence in you making it through 130 bpm streams with half health. This is why the playibility concern is not enough to warrant a change.
<11> 03:46:001(1,1,1,1,1,1) same as <3> Same response as <3>
<12> 03:53:766(1,2,3,1,2,3) The △ABC looks not A=B=C This is because the music changes. The three repeated notes are no longer about similar intensity, so a lopsided triangle would represent better.
<13> 03:55:883(3) same as <4> Same response as <4>
<14> 04:26:942(3) NC here? I modified a slider to accommodate this NC.
<15> 04:32:589 same as <6> Yep again. I decline just like 6
That's all.
I don't see much effort, nor direct intent on fixing anything in the map (apart from AImod, and a vague stab into the dark). I really am not comfortable with giving a kudosu, especially since I repaid with a mod already.
- Pika
Idk if I can mod this, Idk what gimmick ya doing, I D O N ' T G E T K U D O S U ; v ;
Topic Starter
mindmaster107

-AsrieLx- wrote:

Idk if I can mod this, Idk what gimmick ya doing, I D O N ' T G E T K U D O S U ; v ;
Your criticism struck me with passion and logic, clearly expressing the issues my map has in a clear and concise format! Everything is fixed!

Thanks for the mod!
PoteznyBartosz
00:11:413 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4) - that's kinda repetitive but not bad, if you don't have any idea for changing some patterns, leave it the same as it currently is
00:40:354 (1,2,3,1,2,3), 00:43:177 (1,2,3,1,2,3), 00:46:001 (1,2,3,1,2,3), 00:48:824 (1,2,3,1,2,3) - these triangles are a bit too spaced imo
01:05:060 (1,2,3,4,1,2,1,2,3,4,5,1,2,3) - I'm making always only 50s and 100s while this pattern arrives, I don't know if it's my fault or this pattern is non-playable so I'll just suggest you to think about it
Triangles at second kiai aren't too spaced cause rhythm seems a bit sharper there
02:06:472 (1,2,3) - these three objects are very hard to read, try to change the position of third object
Third's kiai rhythm isn't as sharp as second's so try to make the triangles less-spaced

Map is amazing tho, especially I enjoy these beatiful-shaped streams!
Winnie
Hello from modding queue for M4M



[sad ending.]
00:19:177 (3,4) - Why is this larger spacing than 00:19:530 (4,1) - Wouldn't make sense to have a jump that big when all the same particular sounds have small spacing prior to that 00:12:824 (1,1,1,1,1,1) - I understand your concept of jumping for that electronic build but at least make it reasonable
00:50:236 (1) - Could be a little faster on the SV with like around.6ish otherwise it wouldn't blend in well with the next SV otherwise it'll just be 00:50:942 (1) - but longer
01:06:707 (1,2,3) - This is just strange to play. Its not consistent like from 01:06:942 (3,1) - drum-wise Made more sense https://puu.sh/xf7C5/8190faa554.png
01:07:883 (1,2,3,4,5,6,7) - Such technical spacing and then 01:08:589 (7,1) - is almost identical spacing to 01:08:118 (3,4) - which makes reading these parts weird.
01:24:001 (1,2,1,1) - Like this, for example, plays strangely because spacing looks the same but they aren't playing the same. Also for 01:24:354 (1,1,1) - where it's the same as previously but this time it's 3 individual notes
The rest can be said the same because it's built on the same rhythm and patterns. I agreed with you on your mod when some patterns should be used sure, but this map would be a different representation. You have the same combos and pattern basis repeated in multiple sections and not building more out of them. Instead, it's jumbled with the same ideas and concepts that aren't consistent. The main problem with the map is
Similiar Patterns/Rhythms ≠ Consistent Spacing You Have

As an interesting gimmick/technical map, it's good for tournaments and stuff but as a generalized concept for ranking would be different. I'm just giving it to you how it is to help you build from it. It's really up to you to make that judgment call if you believe me or not.
SparkNights
Sorry for the not helpful mod, But suggestion <1> and <7> you have mistook.

mindmaster107 wrote:

<1> I am very confused with what you mean. How is the green line useless? It is setting the section of the song I want to the right volume. Then again I got the volume wrong, and changed into 10%
I think you don't know all function in timing. Your mean both the note and the spinner should be in 10%vol. But you can change volume in redline. That's why the greenline useless. Redline can change everything which greenline can change except SV multiplier.

mindmaster107 wrote:

<7> First, I think you mean 2/3 slider, since the sound is on the second purple tick. Second, why would I do that. The end is way to strong to be covered by a slider tail, and I want a difficult jump to object 3 to contrast movement and slider velocity (as I have been doing). Both can be achieved by having a circle capping the slider.
No! 1/2 is 1/2 . It is 1.5/3 not 2/3 . and 1/2=3/6 . If you only know using 1/3 Beat Divior, You won't know how long is 1/2 slider. You need use 1/2 Beat Divior. 1/2 beat slider won't influence the note.
Topic Starter
mindmaster107

Mcen314 wrote:

Sorry for the not helpful mod, But suggestion <1> and <7> you have mistook.

mindmaster107 wrote:

<1> I am very confused with what you mean. How is the green line useless? It is setting the section of the song I want to the right volume. Then again I got the volume wrong, and changed into 10%
I think you don't know all function in timing. Your mean both the note and the spinner should be in 10%vol. But you can change volume in redline. That's why the greenline useless. Redline can change everything which greenline can change except SV multiplier.


Yes I can do that, but there is no good reason to rid of it. If at any point I want a slider there I would need to add a green line back. It does no harm, and I don't need to fuss in the future.

mindmaster107 wrote:

<7> First, I think you mean 2/3 slider, since the sound is on the second purple tick. Second, why would I do that. The end is way to strong to be covered by a slider tail, and I want a difficult jump to object 3 to contrast movement and slider velocity (as I have been doing). Both can be achieved by having a circle capping the slider.
No! 1/2 is 1/2 . It is 1.5/3 not 2/3 . and 1/2=3/6 . If you only know using 1/3 Beat Divior, You won't know how long is 1/2 slider. You need use 1/2 Beat Divior. 1/2 beat slider won't influence the note.

I know what a 1/2 slider is. I am confused with why you recommended a 1/2 slider in a map exclusively using 1/3.
Topic Starter
mindmaster107

[ClickMyCircle] wrote:

00:11:413 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4) - that's kinda repetitive but not bad, if you don't have any idea for changing some patterns, leave it the same as it currently is Ok? Thanks for pointing something out.
00:40:354 (1,2,3,1,2,3), 00:43:177 (1,2,3,1,2,3), 00:46:001 (1,2,3,1,2,3), 00:48:824 (1,2,3,1,2,3) - these triangles are a bit too spaced imo I digress. Compared to other section in the map, and the section's overall intensity, I think they are currently not spaced high enough.
01:05:060 (1,2,3,4,1,2,1,2,3,4,5,1,2,3) - I'm making always only 50s and 100s while this pattern arrives, I don't know if it's my fault or this pattern is non-playable so I'll just suggest you to think about it That is because the reading gimmick I guess flew over your head. I don't know how I could have made it more obvious.
Triangles at second kiai aren't too spaced cause rhythm seems a bit sharper there
02:06:472 (1,2,3) - these three objects are very hard to read, try to change the position of third object It being slightly hard to read is intentional, but I will make it more readable, since people keep complaining about it.
Third's kiai rhythm isn't as sharp as second's so try to make the triangles less-spaced Again I will decline.

Map is amazing tho, especially I enjoy these beatiful-shaped streams!
Topic Starter
mindmaster107

Kocari wrote:

Hello from modding queue for M4M



[sad ending.]
00:19:177 (3,4) - Why is this larger spacing than 00:19:530 (4,1) - Wouldn't make sense to have a jump that big when all the same particular sounds have small spacing prior to that 00:12:824 (1,1,1,1,1,1) - I understand your concept of jumping for that electronic build but at least make it reasonable Fair. I will fix the inconsistencies.
00:50:236 (1) - Could be a little faster on the SV with like around.6ish otherwise it wouldn't blend in well with the next SV otherwise it'll just be 00:50:942 (1) - but longer I am purposly using slow speed to contrast with the fast velocity.
01:06:707 (1,2,3) - This is just strange to play. Its not consistent like from 01:06:942 (3,1) - drum-wise Made more sense https://puu.sh/xf7C5/8190faa554.png
Alright fixed.

01:07:883 (1,2,3,4,5,6,7) - Such technical spacing and then 01:08:589 (7,1) - is almost identical spacing to 01:08:118 (3,4) - which makes reading these parts weird. I nerfed this section to be more playable.
01:24:001 (1,2,1,1) - Like this, for example, plays strangely because spacing looks the same but they aren't playing the same. Also for 01:24:354 (1,1,1) - where it's the same as previously but this time it's 3 individual notes I don't think this deserves a change. The gimmick at this point should have been obvious to the player, so it is simply a matter of reading. The high Ar also makes this near negligible.
The rest can be said the same because it's built on the same rhythm and patterns. I agreed with you on your mod when some patterns should be used sure, but this map would be a different representation. You have the same combos and pattern basis repeated in multiple sections and not building more out of them. Instead, it's jumbled with the same ideas and concepts that aren't consistent. The main problem with the map is
Similiar Patterns/Rhythms ≠ Consistent Spacing You Have

As an interesting gimmick/technical map, it's good for tournaments and stuff but as a generalized concept for ranking would be different. I'm just giving it to you how it is to help you build from it. It's really up to you to make that judgment call if you believe me or not.
Not too sure about what you mean about consistent spacing. If you mean spacing across the entire map, I copy and pasted patterns to replicate them, so there isn't the problem. If you can elaborate on that point, I will be thankful for your criticism
Winnie

mindmaster107 wrote:

Not too sure about what you mean about consistent spacing. If you mean spacing across the entire map, I copy and pasted patterns to replicate them, so there isn't the problem. If you can elaborate on that point, I will be thankful for your criticism
What I meant by that is for some aspects on the map.
Let's say for instance at 01:18:001 (1) - This is what it looks like correct? https://puu.sh/xg1CA/1b946a7406.png
Now let's go a bit further into the song at 01:24:354 (1,1) - Similiar to the other mentioned yes? https://puu.sh/xg1Jb/39193b3b06.png
But this is where my point gets elaborated. I'm perfectly fine with you copying patterns and rhythms no big deal. It's the way it's interpreted.
Both are similar but both have different spacing ideas according to your mapping. If you were to look at this in-game it'll all look like it's equal spacing but it's not https://puu.sh/xg1NG/68f8176cee.jpg
So it's best to keep them consistent otherwise it may affect gameplay or how people will look at the map. Both of them having 1.8 or whichever you prefer is better. It may be in fact just be me overcomplicating things and poor judgment but like you said you've mapped by copying and pasting patterns to replicate them, so in theory, same sounds and same patterns copy pasted should have similar spacing, but in the case, I pointed out it's not.
Not much is wrong with the map I've just pointed them out so you can double-check over if that pattern is the same as last and have similar spacing corresponding with one another. Hope this makes sense. My best bet would be to ask for more test plays from 1k-5k. They should give you some insight on what may feel right or wrong. Don't worry though it's not a bad map just wanting to make sure everything you have is indeed similar space wise rhythm-wise and pattern wise.
If there's still more you don't understand don't be afraid to shoot me a message, I'll help out in any way I can.
In short, the message was supposed to mean Similiar Patterns/Rhythms that you've mapped may not be Consistent Spacing throughout the rest of the patterns that are similar or identical.
Topic Starter
mindmaster107

Kocari wrote:

mindmaster107 wrote:

Not too sure about what you mean about consistent spacing. If you mean spacing across the entire map, I copy and pasted patterns to replicate them, so there isn't the problem. If you can elaborate on that point, I will be thankful for your criticism
What I meant by that is for some aspects on the map.
Let's say for instance at 01:18:001 (1) - This is what it looks like correct? https://puu.sh/xg1CA/1b946a7406.png
Now let's go a bit further into the song at 01:24:354 (1,1) - Similiar to the other mentioned yes? https://puu.sh/xg1Jb/39193b3b06.png
But this is where my point gets elaborated. I'm perfectly fine with you copying patterns and rhythms no big deal. It's the way it's interpreted.
Both are similar but both have different spacing ideas according to your mapping. If you were to look at this in-game it'll all look like it's equal spacing but it's not https://puu.sh/xg1NG/68f8176cee.jpg
So it's best to keep them consistent otherwise it may affect gameplay or how people will look at the map. Both of them having 1.8 or whichever you prefer is better. It may be in fact just be me overcomplicating things and poor judgment but like you said you've mapped by copying and pasting patterns to replicate them, so in theory, same sounds and same patterns copy pasted should have similar spacing, but in the case, I pointed out it's not.
Not much is wrong with the map I've just pointed them out so you can double-check over if that pattern is the same as last and have similar spacing corresponding with one another. Hope this makes sense. My best bet would be to ask for more test plays from 1k-5k. They should give you some insight on what may feel right or wrong. Don't worry though it's not a bad map just wanting to make sure everything you have is indeed similar space wise rhythm-wise and pattern wise.
If there's still more you don't understand don't be afraid to shoot me a message, I'll help out in any way I can.
In short, the message was supposed to mean Similiar Patterns/Rhythms that you've mapped may not be Consistent Spacing throughout the rest of the patterns that are similar or identical.
Thanks so much for elaborating. I will now make a response.

The spacing case there was more of just aesthetics. The larger spacing is more for the overall intensity of the song building up, but I see how such variable spacing can be confusing, and I see your distinction now.

While I decline your specific example as needing of fixing, I will comb over sections to see if I can fix some inconsistencies.
Dendy
Hi

00:14:236 (1,2,3,4) - you can make different kick slider shapes, it will look much better. I'm just saying it because you don't need to be scared to create something different because of the same sound, just make different slider shapes and patterns
00:17:060 (1) - strong sound, same spacing, fix
00:18:471 (1) - ^
00:19:883 (1) - ^
00:21:295 (1) - ^
00:50:942 (1,2,3,4) - pretty strange flow on each object, I think you can recheck this place, just suggestion
01:02:236 (1) - slider facing every time almost the same, also shape is not changing its form, you need to think how to make them separate to kiai section because it looks like you just copy pasting themю
01:06:001 (1,2,3,4,5) - idk what you were thinking of, but I can't understand how player will read this
01:08:354 - missed sound
01:08:942 (2,3) - fix blanket
01:10:589 (1) - better to stack
03:50:942 (1,2) - ugly sliders for this part
03:53:766 (1,2,3,1,2,3) - equal sound, but you decide to make this part 03:54:001 (3,3) have smaller spacing?!
04:22:236 (1,2) - change flow direction, like here 04:21:648 (2,1)
Topic Starter
mindmaster107

DendyMudak wrote:

Hi

00:14:236 (1,2,3,4) - you can make different kick slider shapes, it will look much better. I'm just saying it because you don't need to be scared to create something different because of the same sound, just make different slider shapes and patterns
I should be, that is the point. It is a repeated section, so I used repeated elements. I used a different way of structuring to break monotony, and I think that is good enough.
00:17:060 (1) - strong sound, same spacing, fix It was already spaced.
00:18:471 (1) - ^
00:19:883 (1) - ^
00:21:295 (1) - ^
These are all already spaced. They are not spaced by much, but since everything else uses very small spacing, and each combo catalyzes a new pattern, it stands out.
00:50:942 (1,2,3,4) - pretty strange flow on each object, I think you can recheck this place, just suggestion The movement is intentional. Check every other iteration of this pattern.
01:02:236 (1) - slider facing every time almost the same, also shape is not changing its form, you need to think how to make them separate to kiai section because it looks like you just copy pasting themю I don't fully understand why this is a complaint. The sections are clearly different, as it goes from screen spaced 5/6 sliders, into 2/3 ones in close proximity. This along with raised rhythm density, I see no way that the sections could be confused as each other. Also I am using 3-point sliders. All look copied and pasted in general as they are all arcs.
01:06:001 (1,2,3,4,5) - idk what you were thinking of, but I can't understand how player will read this Yes I do. The gimmick has already been introduced fully to the player, by the 1 combo spam before kiai, rhythm being introduced with sliders first, and the basic jumps before this one. For my target audience, this section plays perfectly.
01:08:354 - missed sound I decided to undermap a bit for very small sounds, as to support the notes I am representing with circles, and to make the gimmick more playable.
01:08:942 (2,3) - fix blanket fixed
01:10:589 (1) - better to stack No? I have been representing drum beats using spacing for the entire song up till now. Why would I change it here.
03:50:942 (1,2) - ugly sliders for this part That was my point. The weird shape is linked with 00:50:589 (1) , which is a sharp increase in slider speed. The weird shapes are supposed to represent the strange whoosh in the song.
03:53:766 (1,2,3,1,2,3) - equal sound, but you decide to make this part 03:54:001 (3,3) have smaller spacing?! This calls for some explanation. The 3 note pattern has been distorted compared to previous iterations. I represented this by distorting this pattern. The spacing emphasis from this slight distortion is near negligible.
04:22:236 (1,2) - change flow direction, like here 04:21:648 (2,1) If you noticed my past iterations of this pattern, you can see that I always reversed on second , but not third. If you can find an example where I broke this, please bring it to light.
Overall, not much. You fixed a blanket, so kudosu?
Seijiro
Overall, not much. You fixed a blanket, so kudosu?
nope. Please put more effort in the mod next time~


The Journey:
  1. 00:00:119 (1) - this is highly personal, but the last part of this slider looks kinda... unrelated to the rest. You used flowy curves the entire time, except that last couple of curves. Possibility
  2. 00:11:413 (1,2,3,4) - I'll bring up just a general point about the entire section, not just this pattern in specific.
    The song is clearly repeating itself every measure. with identical sounds dividing each of them. You did great by using the same object type over and over, but at the same time you decided to change slightly things here and there. In this case, I refer to 00:12:471 (4) - , which seems to be different than the others for some reason. Now, I do understand you wanted variety, but you can do it even by just changing placement from combo to combo, and not within a single combo. (the song doesn't change anyway on that slider, right? x) )
  3. 00:38:236 (1,1,1,1,1,1) - yea, I understand it is a generally awkward snap for most maps, but this song has plenty of these snaps, so they are a natural thing.
    These many NCs suggest that each single note has a different snap of any sort than the previous one, but we can see it is not, they are all 2/3 apart from each other.
    It would be cool to remove all those NCs and make the note placement a bit cleaner, by giving it a meaning. Any geometrical figure or pattern which is part of your style is fine, but give it some meaning and not just "random placement" lol.
  4. 03:46:001 (1,1,1,1,1,1) - same ^
  5. 00:39:413 (1) - this last beat has a rather strong emphasis in the song, so maybe make the jump on it bigger once you clean up above ^
  6. 00:40:354 (1,2,3,1,2,3,1) - again a general point. This goes for any similar pattern:
    the triangle concept has nothing wrong and works great (I even testplayed it, so..) but the last jump, 00:40:942 (3,1) - felt really really forced. If you notice, you have a constant 00:40:354 (1,2,3,1,2,3) - circular flow here, while that last jump breaks this flow. This is really stressing on the player, since usually reverting the movement direction by 180 degrees is really hard to do, even more for circular flows. Be careful.
    Here's a suggestion for it btw: the ideal movement would be to keep the circular flow, but instead of jumping by 1 circle in the flow, jump by 2 circles, like this: Well... you can always come up with other things, that's the usual and generic pattern that works well in any situation. You can change it as you like, but try to keep the flow more natural
  7. 00:41:060 (1,2,1) - these can stay within a single combo. In general, the song is just made of 1/3 beats, so using groups of 3 objects per combo makes sense, even more when the rhythm gets intentionally split into such groups
  8. 00:49:530 (1,1,1) - the thing about 2/3 snaps goes for everything. I believe you don't really need these many NCs in general since it's not a strange snap at all
  9. 01:06:471 (5,1,1) - put the NC on 5 instead x)
  10. 01:02:589 (2,3) - things like this are a bit sudden, considering the way you mapped things till now. I'm not saying to not use this, but I would rather have it introduced by something simpler to play first, then you can use it anywhere else as you want. In this case, converting this into a repeat slider works better to introduce it
  11. I'll say this now, since there is no point saying it at the end anyway. Generally, patterns are not that clean and even tho they seem to share a similar aesthetic aspect, they are kinda un-structured. Let me give you an example of what i mean:
    let's take 01:05:060 (1,2,3,4,1,2,1,2,3,4,5,1,1) - . I can clearly see how you mapped this: you used the NCs as spacing resets, that way you could afford a back and forth between big and small spacings. That's fine and I like it, but aside from that there is nothing else working as "structure".
    Let's define structure tho: it means "giving a set of rules to patterns" in general. You did that, but you gave just one rule so far (aka, NCs are used as spacing reset). You are leaving out of your patterns some details that should be there to add flavor to the map, like the guitar sounds which have a distinct rhythm:
    That's just one example, which goes for one pattern. Different parts of the song might have different qualities so try to catch them and represent them
  12. 01:09:530 (1,2,1,2,1,2) - you even did what I suggested above, LOL. Try to work on consistency in this case, since you seem to have the instinct for it
  13. 01:35:884 (1,2,3) - having such a sudden and big spacing during a calm part is kinda harsh on the players. Better reducing it
  14. 01:49:530 (1,2,3,1) - yes, you should work a bit more on consistency, since you seem to vary some aspects which should be the base of your patterns. In this case it would be the flow which I even screened above in the first pic. Be careful
  15. 02:06:708 (2) - I would actually move this on top of 02:06:824 (3) - and add a beat at 02:06:766 - (1/6 snap) also stacked there. There's a cool sound you might like to catch, idk
  16. 02:35:413 (1,2,3,4) - just a reminder, try to give it some more reasons to be placed like that (and keep consistency across these parts too)
  17. 02:58:707 (1,2,3,4,5,6) - imo you should copy the same rhythm from 02:58:001 (1,2,3,4) - since they sound almost identical. Otherwise I suggest adding a repeat on 02:58:354 (4) - to keep the rhythm going, but I believe the first option is better. This is again about consistency in what you do, in comparison to what the song does
  18. 03:00:823 (1,2,3,4,1,2,3,4,5,6) - same ^ (and all the other similar ones)
  19. 03:07:883 (4) - NC would be cool, but first 03:07:530 (1,2,3) - make them more spaced, they are clearly stronger beats in the song
  20. 03:22:001 (1) - either use a circle only or silence that tail lol, I don't think it's in the song in any way in that place. Same for the others
  21. Speaking of details and stuff like that, take 03:30:471 (1,2,3,4,5,6,7,8) - vs 03:31:883 (1,2,3,4,5,6,7,8) - . As you can probably hear too, there is a different sound between those two combos, which would be nice to emphasize in some way. One way to do it is changing the shape of your streams, another option would be changing the whole pattern into something else, etc... Up to you
  22. 03:50:942 (1,2) - give them some more awkward shapes, those sounds are really distorted and ugly. Make it visible too =3=
  23. 03:47:413 (1,2) - rip spacing. Any reason why this happened or is it just a misclick? xD
  24. 04:14:236 (1,2,3,4,5) - holy, this is really misleading. I thought it was a group of doubles there, but it's actually a stream. The spacing is too big here, be careful
  25. 04:43:649 (1,2,3) - careful with spacing. Too much during the calm parts feels awkward because the player can't relate to the song through such spacing
  26. nice outro
I hope you won't get scared by this mod, it's really just small stuff in the end, but this small stuff makes a huge difference if proper precautions are taken beforehand (aka, if you thought of these things before mapping it would have been a lot easier).
In case there's anything misleading let me know~

PS: I cleaned up the thread on the kudosu side. Please don't give double kudosu to people lol. Unless you heavily remap, any additional post to the original mod counts as part of such mod, so it's just a giant mod :p
Topic Starter
mindmaster107

MrSergio wrote:

Overall, not much. You fixed a blanket, so kudosu?
nope. Please put more effort in the mod next time~


The Journey:
  1. 00:00:119 (1) - this is highly personal, but the last part of this slider looks kinda... unrelated to the rest. You used flowy curves the entire time, except that last couple of curves. Possibility Looks nice. Im taking that idea.
  2. 00:11:413 (1,2,3,4) - I'll bring up just a general point about the entire section, not just this pattern in specific.
    The song is clearly repeating itself every measure. with identical sounds dividing each of them. You did great by using the same object type over and over, but at the same time you decided to change slightly things here and there. In this case, I refer to 00:12:471 (4) - , which seems to be different than the others for some reason. Now, I do understand you wanted variety, but you can do it even by just changing placement from combo to combo, and not within a single combo. (the song doesn't change anyway on that slider, right? x) )
    Here it actually does, albeit very tiny. It is actually noticeable if you pay attention to the left audio channel and only the left. I dunno if that counts, but it doesn't affect much so im not changing this.
  3. 00:38:236 (1,1,1,1,1,1) - yea, I understand it is a generally awkward snap for most maps, but this song has plenty of these snaps, so they are a natural thing.
    These many NCs suggest that each single note has a different snap of any sort than the previous one, but we can see it is not, they are all 2/3 apart from each other.
    It would be cool to remove all those NCs and make the note placement a bit cleaner, by giving it a meaning. Any geometrical figure or pattern which is part of your style is fine, but give it some meaning and not just "random placement" lol.
    It is actually shaped like two triangles. I should make this more obvious. I am changing it for a different reason
  4. 03:46:001 (1,1,1,1,1,1) - same ^ This one is clear with being in a pattern, so I am keeping it this way. I am also changing this one for a different reason.
  5. 00:39:413 (1) - this last beat has a rather strong emphasis in the song, so maybe make the jump on it bigger once you clean up above ^ Yep. Chaging the previous patterns to accommodate this.
  6. 00:40:354 (1,2,3,1,2,3,1) - again a general point. This goes for any similar pattern:
    the triangle concept has nothing wrong and works great (I even testplayed it, so..) but the last jump, 00:40:942 (3,1) - felt really really forced. If you notice, you have a constant 00:40:354 (1,2,3,1,2,3) - circular flow here, while that last jump breaks this flow. This is really stressing on the player, since usually reverting the movement direction by 180 degrees is really hard to do, even more for circular flows. Be careful.
    Here's a suggestion for it btw: the ideal movement would be to keep the circular flow, but instead of jumping by 1 circle in the flow, jump by 2 circles, like this:
    Well... you can always come up with other things, that's the usual and generic pattern that works well in any situation. You can change it as you like, but try to keep the flow more natural This may be the most controversial pattern. I think I need more test plays to fine tune the spacing, since at it currently is, I would snap between them. However you, and some other players may try circular motion, which makes the pattern way harder. I will judge the flow the way I designed it to play, which makes the jump you mentioned very uncomfortable, but very playable.
  7. 00:41:060 (1,2,1) - these can stay within a single combo. In general, the song is just made of 1/3 beats, so using groups of 3 objects per combo makes sense, even more when the rhythm gets intentionally split into such groups Thanks and to keep the NC gimmick up and working.
  8. 00:49:530 (1,1,1) - the thing about 2/3 snaps goes for everything. I believe you don't really need these many NCs in general since it's not a strange snap at all I am building the expectation to players that 2/3 rhythm is signaled through NCs.
  9. 01:06:471 (5,1,1) - put the NC on 5 instead x) I can't come up with a good enough replacement for the pattern.
  10. 01:02:589 (2,3) - things like this are a bit sudden, considering the way you mapped things till now. I'm not saying to not use this, but I would rather have it introduced by something simpler to play first, then you can use it anywhere else as you want. In this case, converting this into a repeat slider works better to introduce it This I really agree. Even if I do, I cannot for the life of me come up with a good replacement to this pattern. The drum beat is so out of place, which fits perfectly in this pattern. I am afraid to change, and not to change this pattern.
  11. I'll say this now, since there is no point saying it at the end anyway. Generally, patterns are not that clean and even tho they seem to share a similar aesthetic aspect, they are kinda un-structured. Let me give you an example of what i mean:
    let's take 01:05:060 (1,2,3,4,1,2,1,2,3,4,5,1,1) - . I can clearly see how you mapped this: you used the NCs as spacing resets, that way you could afford a back and forth between big and small spacings. That's fine and I like it, but aside from that there is nothing else working as "structure".
    Let's define structure tho: it means "giving a set of rules to patterns" in general. You did that, but you gave just one rule so far (aka, NCs are used as spacing reset). You are leaving out of your patterns some details that should be there to add flavor to the map, like the guitar sounds which have a distinct rhythm:
    That's just one example, which goes for one pattern. Different parts of the song might have different qualities so try to catch them and represent them I am pretty defensive about the map's current visual structure for 2 reasons. 1: Changing anything fundamental would need an almost full remap of certain section, which would ruin its relationship with the rest of the map, and introduce more mistakes from me being a noob mapper.
  12. 01:09:530 (1,2,1,2,1,2) - you even did what I suggested above, LOL. Try to work on consistency in this case, since you seem to have the instinct for it I agree but differently. I will keep the map consistent, by replacing this pattern with something more like what I currently have.
  13. 01:35:884 (1,2,3) - having such a sudden and big spacing during a calm part is kinda harsh on the players. Better reducing it Again, I am pulling playibility to it's limits here, which again, if your words have more meaning behind them than I think they do, please tell me and I will fix it. From me personally, and others playing it, there seems to be no major playibility issue here, nor is it not supported by the song. I start to increase spacing about here, so I need to use even bigger spacing to contrast against that.
  14. 01:49:530 (1,2,3,1) - yes, you should work a bit more on consistency, since you seem to vary some aspects which should be the base of your patterns. In this case it would be the flow which I even screened above in the first pic. Be careful This variation is intentional, since the song breaks the player's expectations in how it repeats the first kiai, but differently. I tried to play on this by repeating the slider to show how the song repeats. The inconsistencies could be chalked up to the song not being consistent.
  15. 02:06:708 (2) - I would actually move this on top of 02:06:824 (3) - and add a beat at 02:06:766 - (1/6 snap) also stacked there. There's a cool sound you might like to catch, idk I ignored plenty of 1/6 beats including this one for 2 reasons. 1: They are a pain to map to, since I used mainly 1/3 snapping. I used passive rhythm where it was unavoidable to use. 2: Most were avoidable, since the song barely registers it. I decided to undermap the rhythm for the sake of playibility.
  16. 02:35:413 (1,2,3,4) - just a reminder, try to give it some more reasons to be placed like that (and keep consistency across these parts too) I think I will be remapping this section.
  17. 02:58:707 (1,2,3,4,5,6) - imo you should copy the same rhythm from 02:58:001 (1,2,3,4) - since they sound almost identical. Otherwise I suggest adding a repeat on 02:58:354 (4) - to keep the rhythm going, but I believe the first option is better. This is again about consistency in what you do, in comparison to what the song does
  18. 03:00:823 (1,2,3,4,1,2,3,4,5,6) - same ^ (and all the other similar ones) All of this yes. I don't know how I didn't think of this before.
  19. 03:07:883 (4) - NC would be cool, but first 03:07:530 (1,2,3) - make them more spaced, they are clearly stronger beats in the song I denied NC for consistency, but spaced it further.
  20. 03:22:001 (1) - either use a circle only or silence that tail lol, I don't think it's in the song in any way in that place. Same for the others I argue the other way. I did silence the slider tails, and I believe a short slider could better represent the song here. A kick slider can literally kick, emulating a drum beat. The slider is so fast it plays just like a circle, and it can better represent the song! OFC this is my personal rhythm choice, but since some other parts of the map use this, I will keep my legacy to maintain consistency.
  21. Speaking of details and stuff like that, take 03:30:471 (1,2,3,4,5,6,7,8) - vs 03:31:883 (1,2,3,4,5,6,7,8) - . As you can probably hear too, there is a different sound between those two combos, which would be nice to emphasize in some way. One way to do it is changing the shape of your streams, another option would be changing the whole pattern into something else, etc... Up to you I agree with making them different, but not too different. I rotated the pattern by 90 degrees, thinking it was enough. I think it enough considering it isn't much of a change.
  22. 03:50:942 (1,2) - give them some more awkward shapes, those sounds are really distorted and ugly. Make it visible too =3= I think they are already. The sharp edges clash violently with the smooth sliders I have been using for the entire map up till here ans certain other parts of the song. the random angles I put them at should also be enough without sacrificing too much visual integrity.
  23. 03:47:413 (1,2) - rip spacing. Any reason why this happened or is it just a misclick? xD This was intentional ye. There is a small beat here, which I wanted to represent with another slider, but I needed a way of showing it's low intensity. I make it overlap to show this off.
  24. 04:14:236 (1,2,3,4,5) - holy, this is really misleading. I thought it was a group of doubles there, but it's actually a stream. The spacing is too big here, be careful
    this I need to get more play tests. At this point the gimmick should be obvious to the player. The same bit of music is being repeated from before, with the gimmick re introduced slightly earlier. I think I need more information from players to see if I need to nerf this.
  25. 04:43:649 (1,2,3) - careful with spacing. Too much during the calm parts feels awkward because the player can't relate to the song through such spacing the song is building slightly here though. the spacing is explained in a response earlier in the post.
  26. nice outro
I hope you won't get scared by this mod, it's really just small stuff in the end, but this small stuff makes a huge difference if proper precautions are taken beforehand (aka, if you thought of these things before mapping it would have been a lot easier).
In case there's anything misleading let me know~

PS: I cleaned up the thread on the kudosu side. Please don't give double kudosu to people lol. Unless you heavily remap, any additional post to the original mod counts as part of such mod, so it's just a giant mod :p
I am rather defensive about my map, with it looked through tinted lenses. I did try and implement some ideas, but couldn't find a good way of structuring it. I really hope my arguments are sound enough against yours, considering you are a BN, with way more experience than me.

BTW Thanks for letting me know how to use kudosu :P
Mir
please don't reply in yellow i can't read what you said without highlighting it and it really sucks :(
Topic Starter
mindmaster107

Mir wrote:

please don't reply in yellow i can't read what you said without highlighting it and it really sucks :(
Ok.

Imma use orange or something to show i slightly agree
Cerulean Veyron
M4M q

Since you already got company, I might be able to give some more tweaks.
[- - General - -]
  • - Well, I assume that you might've probably replaced the background with the compressed one, and kept the other in the beatmap folder which is now unused. If that's so, remove "in_the_end____by_nanomortis-d9vszec.png"... What a lengthy file name for a map background.
    - That's literally it, quite a nice job you did here!

[- - sad ending. - -]
  1. - You'd probably better reconsider the two inherited timing points being stacked at the very exact same timestamp with different effects. This, 00:00:119 - , to be precise. The ones that are in effect is the hitsound sampleset, slider velocity, and volume settings. So either change it out to avoid technical issues, or alter the timing points with your own way.
  2. 00:22:354 (4,1) - I wouldn't expect you'd reduce the impact of the intensity here way to low, significantly low to be honest. A huge cymbal on the son track's downbeat, yet with a weak emphasis towards each note? Oh well... Either extend the distance spacing here to amplify the emphasized notes which may create a small jump. Or try differing the patterning and placement around these parts in order to flow cleaner.
  3. 00:50:589 (1) - 03:58:354 (1) - I guess this type of sharpened slider doesn't seem to look appealing in terms of aesthetics and pattern execution. You can keep the shape of the slider position, but try to keep up with the structure here. You may try something like this for a better visual aspect, or maybe this one if you still insist about having a steep slider for some weird reasons, but do what you can. Applies to the other similar part too.
  4. 00:52:354 (3,4,1,2,3) - Okay, seeing the how the flow curves with every two slider here seems very odd. It's not actually that bad overall, but the structural flow and its movements are placed really weird and angles after lifting slider tails, making it kinda bent when moving from a slider to the next. I would probably recommend repositioning the sheer curved sliders, especially the two sliders on 00:53:060 (4,1) - which consist itself by being a symmetric pattern halfway after that. Not absolutely sure, but there are many ways to improve the structures here.
  5. 01:33:177 (6,7) - Kinda the same thing about the reduced intensity here. You've probably done the big one over this 01:27:530 (1,2) - part, despite the inconsistent rhythm compositions with adding more 1/3 notes. So why not here as well? You might wanna keep up consistency for something beneficial.
  6. 01:56:236 (1,2,3,1) - Personally, seeing this in my viewpoint, the current pattern flowing is probably sufficient. But to be optimistic about this part, it was not the best flow you could pick for a very sharp turn after a triangle. Like, this could possibly trigger players somehow even with the movement of the cursor, it seriously seems way too sharp. I may suggest changing the curve position of the slider, and redo the structure a little more similar to 01:49:530 (1,2,3,1) - which flows far much greater than the current one.
  7. 02:04:354 (1) - Kinda the same thing as the above issue about structural flow, but in a more simpler way to quickly change this... You could probably just flip this vertically. It actually performs smoother movement and flow visually in my honest opinion, and... watch over the distance spacing too just in case!
  8. 02:36:471 (4,1) - Nearly the same issue about intensity and all that... I don't really understand why would you decide to not emphasize the song track or at least stress the downbeat. Like, you'd already done bigger jumps over the sections that sounds pretty much similar. Let's say, 02:39:294 (4,1) - 02:42:118 (4,1) - 02:44:941 (4,1) - . It seems that it wouldn't totally be intentional or something when it comes to distance spacing issues.
  9. 03:50:942 (1,2) - Really? Those two sharped sliders are technically not immense enough to render the density and display the aesthetics of those odd ride sounds you're following here. At least try to do something a little more interesting than paralleling two sharp sliders and flip them for some weird patterning purposes. Maybe redo one of the two sliders and curve them or something? There are a lot of ways to override this structure.
  10. 04:09:295 (1,2,1,2) - 04:11:648 (1,2,1,2) - You know, sometimes... using every soft of distance spacing like these parts mentioned, are seriously doubtful by visuals. As being said, the placement of the notes is also another objective for this. So the big deal here is that the rhythm composition isn't really that easy to comprehend the 1/3 notes more correctly by looking at it generally in gameplay. It's somehow a little struggling to completely understand the whole emphasis here. Right now, I've metioned this issue because it can be possible that the visual changes can be really confusing at some point. So, you would reconsider changing something here, on these two parts.
  11. 05:10:707 (3,4) - Not as prominent as everything else, but it's worth mentioning for a little aesthetic patterns or whatsoever. So as for these two sliders, I would literally suggest doing some soft of Ctrl + G here. Since most cycle or triangled patterns are flowed inverse including the reverse arrow on some sliders, so why not here as well? Here's a small sample if you wanna know what I mean for this.

best of luck
Topic Starter
mindmaster107

Cerulean Veyron wrote:

M4M q

Since you already got company, I might be able to give some more tweaks.
[- - General - -]
  • - Well, I assume that you might've probably replaced the background with the compressed one, and kept the other in the beatmap folder which is now unused. If that's so, remove "in_the_end____by_nanomortis-d9vszec.png"... What a lengthy file name for a map background.
    - That's literally it, quite a nice job you did here!

[- - sad ending. - -]
  1. - You'd probably better reconsider the two inherited timing points being stacked at the very exact same timestamp with different effects. This, 00:00:119 - , to be precise. The ones that are in effect is the hitsound sampleset, slider velocity, and volume settings. So either change it out to avoid technical issues, or alter the timing points with your own way. I don't think you know what the red one is, or forgot what it does. I need the red one there to time my map. It is the red line (timing point). I need the green one to set slider speed (inherited timing point). I don't understand why people don't understand why I need two :P
  2. 00:22:354 (4,1) - I wouldn't expect you'd reduce the impact of the intensity here way to low, significantly low to be honest. A huge cymbal on the son track's downbeat, yet with a weak emphasis towards each note? Oh well... Either extend the distance spacing here to amplify the emphasized notes which may create a small jump. Or try differing the patterning and placement around these parts in order to flow cleaner. I agree. Im deef and can't hear down beats :D
  3. 00:50:589 (1) - 03:58:354 (1) - I guess this type of sharpened slider doesn't seem to look appealing in terms of aesthetics and pattern execution. You can keep the shape of the slider position, but try to keep up with the structure here. You may try something like this for a better visual aspect, or maybe this one if you still insist about having a steep slider for some weird reasons, but do what you can. Applies to the other similar part too. I am specifically representing a slider with the velocity of 1.5x. these are used sparsely int he map, but they are readable. I tested from testplays.
  4. 00:52:354 (3,4,1,2,3) - Okay, seeing the how the flow curves with every two slider here seems very odd. It's not actually that bad overall, but the structural flow and its movements are placed really weird and angles after lifting slider tails, making it kinda bent when moving from a slider to the next. I would probably recommend repositioning the sheer curved sliders, especially the two sliders on 00:53:060 (4,1) - which consist itself by being a symmetric pattern halfway after that. Not absolutely sure, but there are many ways to improve the structures here. I kinda agree? I cut slider flow as much as possible to show the map is still in it's kiai, while still mapping to the low rhythm density.
  5. 01:33:177 (6,7) - Kinda the same thing about the reduced intensity here. You've probably done the big one over this 01:27:530 (1,2) - part, despite the inconsistent rhythm compositions with adding more 1/3 notes. So why not here as well? You might wanna keep up consistency for something beneficial. I did this for 2 reasons. Unlike the kiai, all sounds in this section should be represented, since against no bg music, every sound stands out. Object 5 covers a small sound, so I copied the previous pattern with an object in the middle. I made an adjustment since then which I dunno why, so I fixed that issue at least.
  6. 01:56:236 (1,2,3,1) - Personally, seeing this in my viewpoint, the current pattern flowing is probably sufficient. But to be optimistic about this part, it was not the best flow you could pick for a very sharp turn after a triangle. Like, this could possibly trigger players somehow even with the movement of the cursor, it seriously seems way too sharp. I may suggest changing the curve position of the slider, and redo the structure a little more similar to 01:49:530 (1,2,3,1) - which flows far much greater than the current one. I slightly agree with it being very sharp, and possibly misleading, but considering I have repeated that pattern in the first kiai section, and the section was made consistently sharp and difficult to flow, I would say it fits perfectly. I got some test plays. It is playable.
  7. 02:04:354 (1) - Kinda the same thing as the above issue about structural flow, but in a more simpler way to quickly change this... You could probably just flip this vertically. It actually performs smoother movement and flow visually in my honest opinion, and... watch over the distance spacing too just in case! Well same reason as before then! This is a subjective issue, and considering my opinion didn't set well with your map, we have very different ideas of what a good map is. That's fine tho, as long as we explain our logic.
  8. 02:36:471 (4,1) - Nearly the same issue about intensity and all that... I don't really understand why would you decide to not emphasize the song track or at least stress the downbeat. Like, you'd already done bigger jumps over the sections that sounds pretty much similar. Let's say, 02:39:294 (4,1) - 02:42:118 (4,1) - 02:44:941 (4,1) - . It seems that it wouldn't totally be intentional or something when it comes to distance spacing issues.Thanks for pointing this out. God I am deaf to downbeats sometimes.
  9. 03:50:942 (1,2) - Really? Those two sharped sliders are technically not immense enough to render the density and display the aesthetics of those odd ride sounds you're following here. At least try to do something a little more interesting than paralleling two sharp sliders and flip them for some weird patterning purposes. Maybe redo one of the two sliders and curve them or something? There are a lot of ways to override this structure. I guess this is opinion. I used sharp sliders for weird sounds before, and this time with heavy spacing. I would keep it the way it is to keep my map consistent, and I think it is good enough already.
  10. 04:09:295 (1,2,1,2) - 04:11:648 (1,2,1,2) - You know, sometimes... using every soft of distance spacing like these parts mentioned, are seriously doubtful by visuals. As being said, the placement of the notes is also another objective for this. So the big deal here is that the rhythm composition isn't really that easy to comprehend the 1/3 notes more correctly by looking at it generally in gameplay. It's somehow a little struggling to completely understand the whole emphasis here. Right now, I've metioned this issue because it can be possible that the visual changes can be really confusing at some point. So, you would reconsider changing something here, on these two parts. I am using spacing to show off the down beats, I guess the visuals needs a reworking, which I will do.
  11. 05:10:707 (3,4) - Not as prominent as everything else, but it's worth mentioning for a little aesthetic patterns or whatsoever. So as for these two sliders, I would literally suggest doing some soft of Ctrl + G here. Since most cycle or triangled patterns are flowed inverse including the reverse arrow on some sliders, so why not here as well? Here's a small sample if you wanna know what I mean for this. You seem to be missing the point. I am keeping the same slider shapes, while changing the orientation and object order to scale redusing spacing,
    while keeping my visual style. If you notice how much you have to move your hand while you play the last section, you can feel it.

best of luck
Thanks for the mod!
Nostalgic_old
just a very short mod cuz still busy, will shoot kds instead

  1. I'd love to see more varity on slider shapes. I do notice how straight/angled/curved sliders work in respect of their own sounds but still there can be some slight variation. It looks kinda dull rn.
  2. 00:38:236 (1,1,1,1,1,1) - ascending ds?
  3. 02:23:177 // 02:23:295 and subsequent iterations: feels weird you leave them blank.
  4. 02:38:236 (1,2,3) - 02:41:765 (3) - 02:44:588 (3) - why constant ds when u try to emphasize the drum sound like 02:37:530 (3) -
  5. 03:05:766 (1) - not spaced enough
  6. 03:53:766 (1,2,3,1,2,3) - uhm why not equilateral triangles like 00:40:354 (1,2,3,1,2,3) // 03:56:589 (1,2,3,1,2,3) - ?

will definitely revisit this map and mod it when I have the time. GL :)
Topic Starter
mindmaster107
Imma work on mid wheni get home
Topic Starter
mindmaster107

Nostalgic wrote:

just a very short mod cuz still busy, will shoot kds instead

  1. I'd love to see more varity on slider shapes. I do notice how straight/angled/curved sliders work in respect of their own sounds but still there can be some slight variation. It looks kinda dull rn.
  2. 00:38:236 (1,1,1,1,1,1) - ascending ds? I would argue that keeping strong aesthetics would be more valuable in this section.
  3. 02:23:177 // 02:23:295 and subsequent iterations: feels weird you leave them blank. I frankly have to. There is no sound (significant enough to warrant object placement anyways)
  4. 02:38:236 (1,2,3) - 02:41:765 (3) - 02:44:588 (3) - why constant ds when u try to emphasize the drum sound like 02:37:530 (3) - I think you are asking why the spacing is the same when emphasizing the drums. It clearly isn't. Jumps from 02:37:883 (4,1) are clearly smaller than 02:38:236 (1,2) , and in all other cases.
  5. 03:05:766 (1) - not spaced enough Fixed!
  6. 03:53:766 (1,2,3,1,2,3) - uhm why not equilateral triangles like 00:40:354 (1,2,3,1,2,3) // 03:56:589 (1,2,3,1,2,3) - ? In the beginning, I wanted the weird distortion of the triplets here to be represented by a disfigured triangle. I since changed that to the first scaling up to the second. I see the distortion at this point as overkill.

will definitely revisit this map and mod it when I have the time. GL :)
I hope you will :)

Thanks for the small mod!
-jordan-
hi m4m, cool map

what gimmicks

sad ending.
  1. You can remove the originalbg file from your song folder since it's unused now. (Even thought you might wan't to keep it, I think unused files are unrankable?) If you wan't to have people see the original full scale, just link the artists image source or something.

  2. Change the stack lenience so stuff like 00:40:354 (1,2,3,1,2,3) - still stacks with hr? (if that's possible). Seems like the iconic thing in the map and loosing the stacking with hr ruins the novelty, I guess.

  3. 00:22:707 - 00:34:001 - For this section here I think you fail to represent the repeating and changing tones in the music. Like for example, you could have mapped with an NC at changes like 00:23:766 (7) - and had the circle and slider be visually different from the others, while making patterns like 00:29:766 (1,2,3,4,5,6) - all parallel, kind of like here 00:25:530 (1,2,3,4,5,6,7,8) - .

  4. 00:36:471 (4,1,2,3,4) - I don't get what justifies the change in rhythm from constant 1/4 here.

  5. 00:40:707 (1,2,3,1) - Right after the 6 note circle pattern, the exit is really sharp here which itself is fine, but 00:49:177 (1,2,3,1) - plays a lot differently (and 00:46:354 (1,2,3,1) - to an extent) I think you need to keep the exits very consistent to use it like this since this pattern is a huge diff spike.

  6. 01:00:471 (3,4,5) - with the same rhythm as 00:43:177 (1,2,3,1) - i really don't think this should be stacked, it should at least still have some movement to it.

  7. 01:06:707 (1,2,3) - I think this is a really bad way to represent the 2/3 kick pattern, and just because you wanted to map the sound 01:06:824 (2) - which is notably less intense, why didn't you map it with something like a slider end, or ignore it all together?

  8. 01:11:648 (1) - The slider head here isn't mapped to any song to the music, while the slider tail is mapped to the strong sound. I think this should just be mapped as a circle at 01:11:648 (1) - . And i think this better represents the decrease in intensity too.

  9. 01:13:530 (1,2,1,2) - Do a pattern similar to this again in my opinion 01:02:236 (1,2,3,4) - .

  10. 01:26:236 (5) - In this section I really think it's much better to represent these sounds with just circles, this way seems like you are over complicating it. Emphasis would work a lot better if it were just a click and not a fake slider that is being held to nothing.

  11. 01:30:471 (2) - Slider body whistle intentional?


    [*001:44:589 (7) - This would be an exception to the above as keeping this as a slider and changing the rest to circles would help represent this as a unique sound in the section.

  12. 01:47:413 (1) - Same here too, but maybe use a different slider shape?

  13. 01:48:824 - For this kiai, a similar thing to the first kiai. Exits from the jumps don't seem consistent. Not that they all have to be the same but they should try to follow some kind of well thought of structure that represents the song.

  14. 01:50:589 (1,2,3) - If you have 01:49:883 (1) - sliders in the same position for repeating sounds, why not the jumps too?

  15. 02:00:824 (1,2,3) - umm, weird to sight read and its not like there are any new sounds. The only difference is between 02:01:060 (2,3) - and you didn't even represent it.

  16. 02:04:236 (3,1) - Particularly strange exit from the jump. Really close following similar flow.

  17. 02:06:472 (1,2,3) - okay as for these patterns i get that 02:06:708 (2,3) - is large to cover from you mapping the 1/6, that's fine in my opinion., but why is 02:06:472 (1) - mapped differently. The low sv is deceiving here making it look as if it is some kick slider when it needs more of a hold.

  18. 02:23:177 - Using some kind of 1/3 slider here to fill the gaps between the reverses so then you don't skip over the echo sounds would be pretty cool.

  19. 02:34:001 - 03:41:766 - beautiful.

  20. 03:19:177 (3) - Insert break times? I don't see a reason not to unless it's your preference.

  21. 03:46:001 (1,1,1,1,1,1) - Seems a lot more cramped and less free than 00:38:236 (1,1,1,1,1,1) -

  22. 03:47:413 (1,2) - Shouldn't this be just one long slider since slider head 03:48:118 (2) - isn't mapped to anything.

  23. 03:50:942 (1,2) - Have these circular flow and be rotations of each other since i don't see why the flow should break with emphasis as its a continuous sound. Kind of like this.

  24. 03:53:766 (1,2,3,1,2,3) - Why is this the only non stack? The sound itself that repeats hasn't changed in any way so it shouldn't really be a huge variation. If anything for more emphasis, you should change the spacing, not a core element of the pattern.

  25. 03:58:354 (1) - Slider shape doesn't fit for this sound in my opinion. Something more rounded, and to the right of the previous object would fit better to me.

  26. My points kind of repeat in the outro with stuff like the 1/3 sliders.

  27. 04:43:883 (3) - Another slider body whistle i think is unintentional.

  28. 04:55:177 - I don't think this outro really feels like a less spacing version of the kiai like i think it was intended too, since you didn't use many geometric patterns in the kiai and object arrangements like i see here. I think this arrangement is good but it wasn't really seen earlier in the map anywhere.

  29. 05:12:118 (1) - Half this spinner feels like its mapped to nothing since the music is already so faded. (Sees drain time) Oh I realize why you didn't add those breaks before now.
Topic Starter
mindmaster107

-Jordan- wrote:

hi m4m, cool map

what gimmicks

sad ending.
  1. You can remove the originalbg file from your song folder since it's unused now. (Even thought you might wan't to keep it, I think unused files are unrankable?) If you wan't to have people see the original full scale, just link the artists image source or something.
    I forgot to delete that! Fair.
  2. Change the stack lenience so stuff like 00:40:354 (1,2,3,1,2,3) - still stacks with hr? (if that's possible). Seems like the iconic thing in the map and loosing the stacking with hr ruins the novelty, I guess. Changed! I didn't know HR affected stacks!

  3. 00:22:707 - 00:34:001 - For this section here I think you fail to represent the repeating and changing tones in the music. Like for example, you could have mapped with an NC at changes like 00:23:766 (7) - and had the circle and slider be visually different from the others, while making patterns like 00:29:766 (1,2,3,4,5,6) - all parallel, kind of like here 00:25:530 (1,2,3,4,5,6,7,8) - . This section I am using a slight variety of patterns, since the section is more interesting than the last. I believe the visual patterns were not significantly different, so the variations are justified.

  4. 00:36:471 (4,1,2,3,4) - I don't get what justifies the change in rhythm from constant 1/4 here. How else does one represent a rising high pitched synth noise, where there are hardly any physical notes? rrtyui famously did it on his.

  5. 00:40:707 (1,2,3,1) - Right after the 6 note circle pattern, the exit is really sharp here which itself is fine, but 00:49:177 (1,2,3,1) - plays a lot differently (and 00:46:354 (1,2,3,1) - to an extent) I think you need to keep the exits very consistent to use it like this since this pattern is a huge diff spike. Personally the change was to have a very big contrast between sections, like the song does. The change of patterns, movement and visual patterning is exactly what I wanted. From test plays and me playing it, it is about the difficulty jump I want to shock the player.

  6. 01:00:471 (3,4,5) - with the same rhythm as 00:43:177 (1,2,3,1) - i really don't think this should be stacked, it should at least still have some movement to it.
    There is no snyth noise under this, so I mapped it differently. It also helps the player get introduced to the movement variation in the next section.
  7. 01:06:707 (1,2,3) - I think this is a really bad way to represent the 2/3 kick pattern, and just because you wanted to map the sound 01:06:824 (2) - which is notably less intense, why didn't you map it with something like a slider end, or ignore it all together? I wanted to have violent movement into the drum beats. If I used a slider or ignored the note in between, the movement would have been more gradual, than what I want.

  8. 01:11:648 (1) - The slider head here isn't mapped to any song to the music, while the slider tail is mapped to the strong sound. I think this should just be mapped as a circle at 01:11:648 (1) - . And i think this better represents the decrease in intensity too. Yep! Changed!

  9. 01:13:530 (1,2,1,2) - Do a pattern similar to this again in my opinion 01:02:236 (1,2,3,4) - . The music picks up here, so I mapped this with wider spacing. I kept a similar visual and rhythmic style to compensate.

  10. 01:26:236 (5) - In this section I really think it's much better to represent these sounds with just circles, this way seems like you are over complicating it. Emphasis would work a lot better if it were just a click and not a fake slider that is being held to nothing. While I slightly agree, the point of this complication is to keep the gimmick consistent to make the section readable.

  11. 01:30:471 (2) - Slider body whistle intentional? I think it was.


    [*001:44:589 (7) - This would be an exception to the above as keeping this as a slider and changing the rest to circles would help represent this as a unique sound in the section. I would like to keep with my spacing concept to represent these sounds.

  12. 01:47:413 (1) - Same here too, but maybe use a different slider shape? I wanted the transition to be more sudden, so I made it like this to trick the player into thinking it was normal.

  13. 01:48:824 - For this kiai, a similar thing to the first kiai. Exits from the jumps don't seem consistent. Not that they all have to be the same but they should try to follow some kind of well thought of structure that represents the song. This section takes the previous kiai and adds some new concepts in. The note repeats exactly and is very different from the first, so I used different visual and movement concepts to represent this. For everything else I think I kept it the same.

  14. 01:50:589 (1,2,3) - If you have 01:49:883 (1) - sliders in the same position for repeating sounds, why not the jumps too? I realize I am still a dumb and daft mapper. Thanks :ok_hand:

  15. 02:00:824 (1,2,3) - umm, weird to sight read and its not like there are any new sounds. The only difference is between 02:01:060 (2,3) - and you didn't even represent it. I don't understand what you mean by this. I understand the reading issues, but the pattern is possible to read. The reading challenge here is out of the ordinary, but uses concepts I have established before, so isn't unjust.

  16. 02:04:236 (3,1) - Particularly strange exit from the jump. Really close following similar flow. Fair.

  17. 02:06:472 (1,2,3) - okay as for these patterns i get that 02:06:708 (2,3) - is large to cover from you mapping the 1/6, that's fine in my opinion., but why is 02:06:472 (1) - mapped differently. The low sv is deceiving here making it look as if it is some kick slider when it needs more of a hold. Wait how is it mapped differently? This is literally the last pattern copied and pasted and rotated.

  18. 02:23:177 - Using some kind of 1/3 slider here to fill the gaps between the reverses so then you don't skip over the echo sounds would be pretty cool. I am intentionally undermapping to build up to later sections.

  19. 02:34:001 - 03:41:766 - beautiful. :blush:

  20. 03:19:177 (3) - Insert break times? I don't see a reason not to unless it's your preference. I think I know exactly why I don't have breaks here.

  21. 03:46:001 (1,1,1,1,1,1) - Seems a lot more cramped and less free than 00:38:236 (1,1,1,1,1,1) - I changed it.

  22. 03:47:413 (1,2) - Shouldn't this be just one long slider since slider head 03:48:118 (2) - isn't mapped to anything. It actually is mapped to something, it is just pretty quiet. I still wanted it to be mapped actively since it doesn't contradict the constant slider lengths.

  23. 03:50:942 (1,2) - Have these circular flow and be rotations of each other since i don't see why the flow should break with emphasis as its a continuous sound. Kind of like this.
    I personally do not see the sounds as being continuous, as one is rising and the other one is falling. I can easily represent this through changing movement.

  24. 03:53:766 (1,2,3,1,2,3) - Why is this the only non stack? The sound itself that repeats hasn't changed in any way so it shouldn't really be a huge variation. If anything for more emphasis, you should change the spacing, not a core element of the pattern. Yes something very much changed. I see your point as it may be too violent. I think the placement of the pattern and the movement it contradicts being enough.

  25. 03:58:354 (1) - Slider shape doesn't fit for this sound in my opinion. Something more rounded, and to the right of the previous object would fit better to me. Well this is relatively minor. My motive for this shape is to excuse the slider velocity change.

  26. My points kind of repeat in the outro with stuff like the 1/3 sliders. I dunno which outro you mean, so am slightly confused.

  27. 04:43:883 (3) - Another slider body whistle i think is unintentional. And again it was intentional.

  28. 04:55:177 - I don't think this outro really feels like a less spacing version of the kiai like i think it was intended too, since you didn't use many geometric patterns in the kiai and object arrangements like i see here. I think this arrangement is good but it wasn't really seen earlier in the map anywhere. No I defiantly used similar concepts. I used equidistance and geometric objects in the sections after kiais, just far less strict to reflect the constant changing of rhythm.
    Also the change clearly represents the intensity.

  29. 05:12:118 (1) - Half this spinner feels like its mapped to nothing since the music is already so faded. (Sees drain time) Oh I realize why you didn't add those breaks before now. Yep! If monstrata can exploit random spinners to reach marathon status, so can I!
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