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Enter Shikari - Myopia

posted
Total Posts
62
Topic Starter
Hectic
This beatmap was submitted using in-game submission on 16 июня 2019 г. at 14:29:12

Artist: Enter Shikari
Title: Myopia
Tags: Namki Bakari riffy smozit mindsweep alternative metal trancecore electonicore english rock
BPM: 168
Filesize: 8932kb
Play Time: 04:09
Difficulties Available:
  1. Collab Hard (3,27 stars, 570 notes)
  2. Collab Insane (4,95 stars, 851 notes)
  3. Misfortune (5,84 stars, 895 notes)
Download: Enter Shikari - Myopia
Information: Scores/Beatmap Listing
---------------
Hard by me & Namki
Insane by me, riffy & smozit
EijiKuinbii
01:22:144 (4) -
01:29:465 (5) -
01:40:715 (4) -
эти слайдеры как-то совсем не вписываются в общую стилистику карты, постарайся сделать их попроще
последний еще и неудобный в плане флоу, думаю так получше будет
Topic Starter
Hectic
@EijiKuinbii:
я ж еще не закончил епта
Думаю такие ситуативные "странные" слайдеры нормально заходят, мне не очень хочется делать однообразную стилистику, потому порой добавляю такие штуки. Касательно последнего, технически он не отличается предложенного тобой, лишь визуально
Net0
Really cool as well :D
Topic Starter
Hectic

Net0 wrote:

Really cool as well :D
Thanks a lot again c:
Djulus
dorou
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 133394
Countdown: 1
SampleSet: Normal
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 14465,53572,65001,77322,100179,123039,157322,168751,191608,214465,225894,248751,249287
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 4
TimelineZoom: 5.399997

[Metadata]
Title:Myopia
TitleUnicode:Myopia
Artist:Enter Shikari
ArtistUnicode:Enter Shikari
Creator:h4d0uk3n1
Version:Djulus' Normal
Source:
Tags:mindsweep alternative trancecore
BeatmapID:169450
BeatmapSetID:654575

[Difficulty]
HPDrainRate:5.5
CircleSize:3
OverallDifficulty:9
ApproachRate:6
SliderMultiplier:0.80000000596046
SliderTickRate:1

[Events]
//Background and Video events
0,0,"123.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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276,172,217322,6,0,L|280:264,1,80.000000596046
340,336,218037,2,0,P|384:340|436:336,1,80.000000596046
464,244,218751,2,0,P|448:180|456:88,1,160.000001192092
248,80,220179,2,0,P|160:88|76:72,1,160.000001192092
48,172,221251,1,0,0:0:0:0:
140,220,221608,6,0,L|232:224,1,80.000000596046
316,184,222322,2,0,P|324:236|312:276,1,80.000000596046
236,324,223037,2,0,L|152:324,1,80.000000596046
60,288,223751,2,0,P|56:236|64:196,1,80.000000596046
40,108,224465,1,0,0:0:0:0:
144,124,224822,2,0,P|224:148|304:120,1,160.000001192092
380,68,225894,6,0,L|384:232,1,160.000001192092
60,316,228037,2,0,P|96:320|148:316,1,80.000000596046
232,272,228751,2,0,P|316:280|400:276,1,160.000001192092
444,188,229822,2,0,P|424:112|432:60,2,120.000000894069
388,276,231251,1,0,0:0:0:0:
312,204,231608,6,0,L|148:188,1,160.000001192092
308,48,233037,2,0,P|320:100|308:216,1,160.000001192092
248,288,234108,1,0,0:0:0:0:
148,312,234465,2,0,P|64:304|20:316,2,120.000000894069
304,332,236072,2,0,P|360:324|432:332,1,120.000000894069
480,240,236965,1,0,0:0:0:0:
460,136,237322,6,0,P|396:128|284:128,1,160.000001192092
44,224,239465,2,0,P|88:220|136:224,1,80.000000596046
212,276,240179,2,0,P|272:280|332:272,2,120.000000894069
108,160,241787,2,0,P|160:148|240:152,1,120.000000894069
316,200,242679,1,0,0:0:0:0:
400,140,243037,6,0,P|416:216|408:304,1,160.000001192092
200,308,244465,2,0,L|120:312,1,80.000000596046
28,260,245179,1,0,0:0:0:0:
28,156,245537,1,0,0:0:0:0:
124,196,245894,6,0,P|160:200|292:196,1,160.000001192092
384,220,246965,2,0,P|392:168|380:84,2,120.000000894069
312,296,248394,1,0,0:0:0:0:
212,324,248751,2,0,B|172:316|172:316|132:332|80:320|80:320,1,120.000000894069
без хсов, можешь зхсить пожалуйста?
YukiZura-
M4M :)

Insane

01:40:705 (4,5,6) - blanket?
02:09:098 (2) - this slider seems kindda random .. because all the slider on previous part you made it a curve shape
i mean at this part 02:04:455 (1,2,1,2) -
02:11:598 (1,2) - same as above
02:15:527 - nc maybe?
02:26:777 - nc
02:27:312 - remove nc
02:27:848 - nc here instead
02:51:062 (1,2,3) - maybe make this all a same distance
03:02:491 (1,2,3) - same ^
03:58:205 - nc


Lost In Myopia

-oh this type of map :? sorry but im not that good at modding this diff but i will tried my best

01:33:205 (4,5) - hmm fix this maybe ? seems kindda odd
02:26:777 - nc
03:58:205 - nc maybe

that all .. sorry for the short mod at Lost in myopia diff..
nice map .. goodluck ^^
Lusumi
Smol mod lul

Why does "123.png" exist? it's not used lol
  • Lost In Myopia
  1. 01:18:027 (1,3) - its overlapped the same way as 01:16:970 (1,1) - 01:19:634 (1,2,3,1) - but here the overlapped slider isn't the next slider maybe overlap it on a different way that its more consistent?
  2. 01:20:884 (4,2) - maybe make that the half of the sliderstartcircle is overlapped that way it probably looks cleaner? http://prntscr.com/gg6x9e 01:21:598 (3,6) - u normaly overlap them like that so it would be more consistent then
  3. 01:25:348 (1,2) - same here but with the sliderend http://prntscr.com/gg6xz8
  4. 01:24:991 (5,2) - here u could make it more clean too
  5. 01:25:348 (1,2) - same so in the end it would look like http://prntscr.com/gg6yp4
  6. 01:26:955 (4,5) - here u could overlap it cleaner too when u place the sliderstart circle exactly on the end of the sliderbody http://prntscr.com/gg6yuf
  7. 01:30:884 (6,2) - 01:31:063 (1,3) - is there a reason that these sliders have more distance between them then 01:19:634 (1,3) - ?
  8. 01:32:313 (4,2) - overlap could be made a bit more cleaner/consistent to the other overlaps
  9. 01:33:205 (4,5) - smol suggestion: it would probably look better if u made it like http://prntscr.com/gg70bl and why are the sliders different? like the sliders before were less curved and eh u maybe should copy paste more sliders and just rotate/flip them
  10. 01:33:920 (1,2,1) - overlaps could be made a bit more cleaner and consistent
  11. 02:26:241 (3,4,5) - thats a pretty wide angle maybe make it more sharp? sharp movement is gud to emphasize stuff btw lol
  12. 02:53:920 (1,2) - maybe make the overlap that the sliderend is exactly at the half of the sliderstart of the next slider?
Topic Starter
Hectic

YukiZura- wrote:

M4M :)

Insane

01:40:705 (4,5,6) - blanket? don't want to make it here
02:09:098 (2) - this slider seems kindda random ..because all the slider on previous part you made it a curve shape
i mean at this part 02:04:455 (1,2,1,2) - ill change if others mention it, because i don't see it as a problem, it isn't that catchy
02:11:598 (1,2) - same as above
02:15:527 - nc maybe? hm, it seems fine as it now
02:26:777 - nc
02:27:312 - remove nc 02:27:848 - nc here instead sure
02:51:062 (1,2,3) - maybe make this all a same distance
03:02:491 (1,2,3) - same ^ hm, i guess you meant visual distance, because technically they spaced out the same. I'll arrange it if mentioned more
03:58:205 - nc


Lost In Myopia

-oh this type of map :? sorry but im not that good at modding this diff but i will tried my best

01:33:205 (4,5) - hmm fix this maybe ? seems kindda odd this is pointed out in next mod also, but i really want to keep it, kinda visual variety, plus looks the same as 01:33:920 (1,2) -
02:26:777 - nc
03:58:205 - nc maybe

that all .. sorry for the short mod at Lost in myopia diff..
nice map .. goodluck ^^ Thank you, you too!

Moge-ko wrote:

Smol mod lul

Why does "123.png" exist? it's not used lol delete and redl :)
  • Lost In Myopia
  1. 01:18:027 (1,3) - its overlapped the same way as 01:16:970 (1,1) - 01:19:634 (1,2,3,1) - but here the overlapped slider isn't the next slider maybe overlap it on a different way that its more consistent? mmm, but it looks the same for me
  2. 01:20:884 (4,2) - maybe make that the half of the sliderstartcircle is overlapped that way it probably looks cleaner? http://prntscr.com/gg6x9e 01:21:598 (3,6) - u normaly overlap them like that so it would be more consistent then hm, but these overlaps aren't really noticable while playing
  3. 01:25:348 (1,2) - same here but with the sliderend http://prntscr.com/gg6xz8 ill change if others mention
  4. 01:24:991 (5,2) - here u could make it more clean too but they are not visible D:
  5. 01:25:348 (1,2) - same so in the end it would look like http://prntscr.com/gg6yp4
  6. 01:26:955 (4,5) - here u could overlap it cleaner too when u place the sliderstart circle exactly on the end of the sliderbody http://prntscr.com/gg6yuf i like how it is now better
  7. 01:30:884 (6,2) - 01:31:063 (1,3) - is there a reason that these sliders have more distance between them then 01:19:634 (1,3) - i don't think it really matters ?
  8. 01:32:313 (4,2) - overlap could be made a bit more cleaner/consistent to the other overlaps
  9. 01:33:205 (4,5) - smol suggestion: it would probably look better if u made it like http://prntscr.com/gg70bl and why are the sliders different? like the sliders before were less curved and eh u maybe should copy paste more sliders and just rotate/flip them
  10. 01:33:920 (1,2,1) - overlaps could be made a bit more cleaner and consistent
  11. 02:26:241 (3,4,5) - thats a pretty wide angle maybe make it more sharp? sharp movement is gud to emphasize stuff btw lol hmm, ill wait what others say
  12. 02:53:920 (1,2) - maybe make the overlap that the sliderend is exactly at the half of the sliderstart of the next slider?
Thanks!
Phos-
Hey, m4m from your queue!

[General]
  1. You should place a spinner in your difficulties. This is so that there's variety with the scoreboard and so first place isn't just a race to SS. The normal difficulty has two spinners, so maybe you could use one of the spinners from there into the other difficulties.
[Hyper]
  1. 01:28:741 (1,2,3,4) - I would move the end of (3) one grid to the right so that the angle is consistent with the rest of the sliders
  2. 02:26:598 (5,6,7,8,9,10,11) - Players can misread this as a series of 1/1 because of how in the previous patterns, your 1/1s has had the exact same spacing. One way you could make this clearer is to place an NC on 02:26:598 (5) - so that the player notices the inconsistency and then realises that they should play this as a 1/2. Alternatively you could stack the 1/1s completely like you did in the hardest difficulty. Same suggestion applies to 03:58:027 (5) - .
  3. 03:30:705 (3) - I'd tone down the angle on this slider as well, since most straight sliders in this diff are pretty straight (close to 90°) so it's pretty inconsistent with the overall theme of the map.
[Insane]
  1. 01:40:705 (4,5,6) - You could make this look a bit neater. Because (4) isn't that curved, it gives the aesthetic of a poorly done blanket, even though a blanket probably isn't what you're going for here. Also, the triangle formed by (5), (1) and the end of (4) looks a bit lopsided, giving a poor impression in terms of visuals and structure.
  2. 02:00:705 (4,5) - I feel like that if you moved (5) to a place like x:44 y:248 you would have a nicer and more consistent aesthetic, since only the slider ends are overlapping each other.
  3. 02:23:562 (2,3) - (3) is on a strong sound, so I disagree with having it stacked under (2) because it deserves more emphasis. Even if it's only a small movement, I still think it would be better than just stacking them. Same applies for 03:54:991 (2,3) -
  4. 03:09:098 (1) - The way this slider has a red anchor point is inconsistent, because I don't recall finding this kind of slider anywhere else in this part of the map. I would change the slider so it has a regular curve.
  5. 03:15:348 (4,5,6,1) - This triangle looks especially bad, and I noticed it during my test-play. Please move 03:15:705 (6,1) - to the right a bit so that a perfect triangle is formed.
  6. 03:39:455 (3) - This repeater slider is inconsistent with the previous rhythm you had at 02:08:027 (3,4) - . Since the music is exactly the same here, it would be better to keep the rhythm same as well in order to best reflect on the music.
  7. 03:59:455 (3,4,5,6) - You can make this pattern look nicer. Right now, especially with that overlap, I feel like the pattern doesn't resemble anything, which is very bad in terms of overall structure. Also consider that (6) is on a stronger sound in the music, so it makes sense if you moved it further away from (5).
[Lost in Myopia]
  1. 02:16:598 (3,4,5,6) - You can make the post-kiai guitar jumps more consistent across the map. Looking at the jumps at the end of each kiai, I couldn't find a pattern regarding your usage of obtuse jumps (specifically using this specific pattern) and your usage of sharp angled jumps. Since the music is pretty much the same here, your usage of patterns have to be the same as well. It goes without saying that obtuse jumps play much differently compared to sharp jumps,
    so you should try to make them consistent with the music.
  2. 02:55:170 (4,5,6,7) - The rhythm here happens to be inconsistent with the rhythm at 01:23:741 (4,5,6) - . This is three clickable objects vs 4 clickable objects. Since the music is the same, I would make the rhythms here be the same as well.
  3. 03:05:348 (1,2,3) - Same as my above suggestion, rhythm isn't consistent with 01:33:920 (1,2) - . This time though, it's more noticeable because the difficulty is different. Because of this, the end of the second long kiai is harder than the end of the fourth long kiai, which is inconsistent with the music.
  4. The suggestions I've highlighted above happen more times throughout the map, but I won't point them out here. Go over your map and make sure that the rhythms are consistent with each other, unless a change in the music calls for it.
That's all I have to say really, just a few consistency orientated issues. Good luck!
Topic Starter
Hectic

-Faded- wrote:

Hey, m4m from your queue!

[General]
  1. You should place a spinner in your difficulties. This is so that there's variety with the scoreboard and so first place isn't just a race to SS. The normal difficulty has two spinners, so maybe you could use one of the spinners from there into the other difficulties. i don't see much reason to force putting spinner when its not really a mandatory and song doesn't really call for it in higher difficulties
[Hyper]
  1. 01:28:741 (1,2,3,4) - I would move the end of (3) one grid to the right so that the angle is consistent with the rest of the sliders oh, okie
  2. 02:26:598 (5,6,7,8,9,10,11) - Players can misread this as a series of 1/1 because of how in the previous patterns, your 1/1s has had the exact same spacing. One way you could make this clearer is to place an NC on 02:26:598 (5) - so that the player notices the inconsistency and then realises that they should play this as a 1/2. Alternatively you could stack the 1/1s completely like you did in the hardest difficulty. Same suggestion applies to 03:58:027 (5) - .hm, ill wait for others opinion or ask someone for testplay and see if it causes difficulties
  3. 03:30:705 (3) - I'd tone down the angle on this slider as well, since most straight sliders in this diff are pretty straight (close to 90°) so it's pretty inconsistent with the overall theme of the map. hm, but there are pretty many sliders similar to this one
[Insane]
  1. 01:40:705 (4,5,6) - You could make this look a bit neater. Because (4) isn't that curved, it gives the aesthetic of a poorly done blanket, even though a blanket probably isn't what you're going for here. Also, the triangle formed by (5), (1) and the end of (4) looks a bit lopsided, giving a poor impression in terms of visuals and structure. i don't think its bad looking atm, i think it fits quite well with overall aesthetics
  2. 02:00:705 (4,5) - I feel like that if you moved (5) to a place like x:44 y:248 you would have a nicer and more consistent aesthetic, since only the slider ends are overlapping each other. i like it how it is now
  3. 02:23:562 (2,3) - (3) is on a strong sound, so I disagree with having it stacked under (2) because it deserves more emphasis. Even if it's only a small movement, I still think it would be better than just stacking them. Same applies for 03:54:991 (2,3) - but i mostly represent guitar here.
    also forcing player to concentrate at one point of the screen is type of emphasize too
  4. 03:09:098 (1) - The way this slider has a red anchor point is inconsistent, because I don't recall finding this kind of slider anywhere else in this part of the map. I would change the slider so it has a regular curve. theres another one previously, ill keep for now
  5. 03:15:348 (4,5,6,1) - This triangle looks especially bad, and I noticed it during my test-play. Please move 03:15:705 (6,1) - to the right a bit so that a perfect triangle is formed. im not going for perfect triangle here
  6. 03:39:455 (3) - This repeater slider is inconsistent with the previous rhythm you had at 02:08:027 (3,4) - . Since the music is exactly the same here, it would be better to keep the rhythm same as well in order to best reflect on the music. its not exactly the same, listen to vocals
  7. 03:59:455 (3,4,5,6) - You can make this pattern look nicer. Right now, especially with that overlap, I feel like the pattern doesn't resemble anything, which is very bad in terms of overall structure. Also consider that (6) is on a stronger sound in the music, so it makes sense if you moved it further away from (5).i try to stick to consistent ds in this diff, also i don't really think it looks bad
[Lost in Myopia]
  1. 02:16:598 (3,4,5,6) - You can make the post-kiai guitar jumps more consistent across the map. Looking at the jumps at the end of each kiai, I couldn't find a pattern regarding your usage of obtuse jumps (specifically using this specific pattern) and your usage of sharp angled jumps. Since the music is pretty much the same here, your usage of patterns have to be the same as well. It goes without saying that obtuse jumps play much differently compared to sharp jumps,
    so you should try to make them consistent with the music. i just don't want them to be the same cause it would be poor variety, if its challenging - its fine, also it wasn't a problem during testplays
  2. 02:55:170 (4,5,6,7) - The rhythm here happens to be inconsistent with the rhythm at 01:23:741 (4,5,6) - . This is three clickable objects vs 4 clickable objects. Since the music is the same, I would make the rhythms here be the same as well. but vocals
  3. 03:05:348 (1,2,3) - Same as my above suggestion, rhythm isn't consistent with 01:33:920 (1,2) - . This time though, it's more noticeable because the difficulty is different. Because of this, the end of the second long kiai is harder than the end of the fourth long kiai, which is inconsistent with the music. i don't really think they are much different in terms of difficulty, i just try to make some variety using different objects
  4. The suggestions I've highlighted above happen more times throughout the map, but I won't point them out here. Go over your map and make sure that the rhythms are consistent with each other, unless a change in the music calls for it. I understand your points. But I sacriface consistency to variety in this case because this song has many repeating sections and making them all the same would be worse than slightly different
That's all I have to say really, just a few consistency orientated issues. Good luck! Thanks a lot! I'll make my mod tomorrow
blobdash
Hello, M4M from your queue.

Hyper

  1. CS3 feels like it's too much
  2. 00:30:006 (2,3,2,3,2,3) - Why do you start making doubles instead of a slider? There's nothing to emphasize.
  3. 00:50:006 (2,3) - ^
  4. 02:20:170 (1,2,3,4,5) - Why this pattern, it's too hard for an hyper diff, stay consistent with 02:14:455 (1,2,3,4) -
  5. 02:25:884 (1,2,3,4) - ^
  6. 02:31:598 (1,2,3,4) - ^
  7. the back and fourth are too hard for this diff, and cs doesn't change that. same for the end of the song one
    04:08:741 (1,2,3,4) - though for the end this is fine
  8. check AI Mod, there are unsnapped objects

Insane

  1. I don't get why you don't map the vocals on the first part of the song instead of mapping a really low instrument with a boring rythm.
  2. 00:58:756 (2,1,2,3) - map vocals, don't leave this blank, it's an insane please... same for the rest of this part (until the drums starts)
  3. 01:39:812 (1) - weird shape, useless
  4. 01:40:705 (4,5,6) - ugly + you could make a cool blanket
  5. 02:37:848 (4,5,1,2,3,4) - unify spacing
  6. 03:04:991 (8) - nc (or somewhere else)
  7. 03:13:027 (1,4) - blanket's a bit off
  8. 03:48:384 (5,6) - these could be more spaced, as the pitch goes up
  9. 04:08:741 (1,2,1,2) - it's the end, and he screams, make these jumps more spaced

For [Lost in Myopia], i'll just say one thing :
U N I F Y T H E S P A C I N G P L E A S E

Good luck!
Topic Starter
Hectic

FruityEnLoops wrote:

Hello, M4M from your queue.

Hyper

  1. CS3 feels like it's too much
  2. 00:30:006 (2,3,2,3,2,3) - Why do you start making doubles instead of a slider? There's nothing to emphasize. variety
  3. 00:50:006 (2,3) - ^
  4. 02:20:170 (1,2,3,4,5) - Why this pattern, it's too hard for an hyper diff, stay consistent with 02:14:455 (1,2,3,4) - but its basically light insane, jumps are fine for insanes, these are not too hard
  5. 02:25:884 (1,2,3,4) - ^
  6. 02:31:598 (1,2,3,4) - ^
  7. the back and fourth are too hard for this diff, and cs doesn't change that. same for the end of the song one
    04:08:741 (1,2,3,4) - though for the end this is fine
  8. check AI Mod, there are unsnapped objects oopsie

Insane

  1. I don't get why you don't map the vocals on the first part of the song instead of mapping a really low instrument with a boring rythm. hm, maybe ill rework that
  2. 00:58:756 (2,1,2,3) - map vocals, don't leave this blank, it's an insane please... same for the rest of this part (until the drums starts)
  3. 01:39:812 (1) - weird shape, useless but it emphasizes sv change and guitar sound
  4. 01:40:705 (4,5,6) - ugly + you could make a cool blanket i can't see how is it ugly, plus i don't want to repeat same pattern many times in a row, blanket is here 01:41:955 (3,4) - so yeah
  5. 02:37:848 (4,5,1,2,3,4) - unify spacing didn't quite get what does it mean, spacing is consistent here, well maybe because of stacks it doesn't seem like that, but its actually consistent
  6. 03:04:991 (8) - nc (or somewhere else) i don't think its much needed
  7. 03:13:027 (1,4) - blanket's a bit off its not supposed to be blanket
  8. 03:48:384 (5,6) - these could be more spaced, as the pitch goes up in this diff im keeping ds consistent
  9. 04:08:741 (1,2,1,2) - it's the end, and he screams, make these jumps more spaced i think its fine

For [Lost in Myopia], i'll just say one thing :
U N I F Y T H E S P A C I N G P L E A S E but its consistent.. :?

Good luck!
blobdash

h4d0uk3n1 wrote:

FruityEnLoops wrote:

For [Lost in Myopia], i'll just say one thing :
U N I F Y T H E S P A C I N G P L E A S E but its consistent.. :?
No it's not, most of the time there's no difference between 1/2 and 1/1 snaps
Topic Starter
Hectic
ah, if you meant beginning, ye, ill go through it
m3gB3g
Хай~ м4м
Говорю сразу, не мой жанр и не мой концепт маппинга. Так что пользы будет не много. Считай это фидбеком. Вот будешь делать тв сайзик зови меня на мод смело. Не законченные диффы чекну как будут готовы, напишешь .

Hyper

00:30:006 (2,3,4) - думаю на этом диффе лучше так не стакать 00:30:185 (3,4) - увеличь спейс и вырази их отдалённость в ритме. Это - интро, так что ничего страшного тем что ты немного пожертвовав стилем дашь игрокам ( не особо сильным) почувствовать ритм песни перед началом самой песни. Кстати в Insane интро у тебя удобнее и даже легче чем здесь.

02:25:170 (1,2,3,4,5,1,2,3,4,5,6,7,8,9,10,11) - хоть и построено по твоим определенным правилам, но это очень неудобно и плохо играется особенно этот переход 02:25:527 (5,1,2) - повёл курсором медленно по стриму вниз постоял немного и тут резко ПО ТОМУ ЖЕ направлению надо делать прыжки, это чувствуется игроками плохо, особенно для тех кого сделал эта диффа. 03:56:598 (1,2,3,4,5,1,2,3,4,5,6,7,8,9,10,11) - например этот паттерн мне нравистя больше потому , что после реверс слайдера джамп идёт по другому острому углу , что означает + к удобности.

01:29:991 (1,2,3,4,5,6) - был бы рад увидеть тут флоу поудобнее.

02:26:598 (5) - нк? у тебя даже спейсинг резко меняется с этой круга так ,что считаю нк в подобных местах будет справедлива.

02:26:598 (5,6,7,8,9,10,11) - к тому же лучше бы увеличить спейс этого стака. Без спейса теряется чувство ритма. Я бы поставил по ДСу х1 в этом стаке.

02:36:598 (5,6,7,1) - неудобный и плохо читаемый стак. Вырази спейсом.


Insane

01:18:205 (9,10) - cчитаю что можно поставить удобнее чтоб избежать слайдербрейков.

01:18:384 (10,1,2,3) - ужасный флоу, сделай плавный паттерн как здесь 02:49:812 (10,1,2,3) - тут играется куда лучше.

а вообще мне кажется первый киай как то противоречит от остальных трёх. Короче говоря постарайся сделать первый киай удобнее...Остальные три ок.
02:26:598 (5) - тот же запрос как и в Hyper

01:42:134 (4,5) - 01:47:848 (4,5) - оверлап ради оверлапа не кажется мне хорошей затеей. К тому же остальные идентичные моменты кроме этих двух смогли избежать оверлапов.

02:33:027 (1,2,1,2,3) - из за того что ты стакнул 02:33:027 (1,2) - плохо чувствуется эта тройка 02:33:562 (1,2,3) - . Предлагаю заспейсить 02:33:027 (1,2) - так же как и 02:32:312 (5,1) -

Топ диффа ,признаюсь, не мой уровень и совершенно не тот концепт с которым я могу хоть как то помочь. Советую собрать фидбеки БНов перед модами..

Удачи с картой! ;)
Topic Starter
Hectic

m3gB3g wrote:

Хай~ м4м
Говорю сразу, не мой жанр и не мой концепт маппинга. Так что пользы будет не много. Считай это фидбеком. Вот будешь делать тв сайзик зови меня на мод смело. Не законченные диффы чекну как будут готовы, напишешь .

Hyper

00:30:006 (2,3,4) - думаю на этом диффе лучше так не стакать 00:30:185 (3,4) - увеличь спейс и вырази их отдалённость в ритме. Это - интро, так что ничего страшного тем что ты немного пожертвовав стилем дашь игрокам ( не особо сильным) почувствовать ритм песни перед началом самой песни. Кстати в Insane интро у тебя удобнее и даже легче чем здесь. мне кажется как сейчас - нормально. слайдеры в начале дают понять какой в секции ритм, а круги, чтобы было немного больше челенджа

02:25:170 (1,2,3,4,5,1,2,3,4,5,6,7,8,9,10,11) - хоть и построено по твоим определенным правилам, но это очень неудобно и плохо играется особенно этот переход 02:25:527 (5,1,2) - повёл курсором медленно по стриму вниз постоял немного и тут резко ПО ТОМУ ЖЕ направлению надо делать прыжки, это чувствуется игроками плохо, особенно для тех кого сделал эта диффа. 03:56:598 (1,2,3,4,5,1,2,3,4,5,6,7,8,9,10,11) - например этот паттерн мне нравистя больше потому , что после реверс слайдера джамп идёт по другому острому углу , что означает + к удобности. хм, поменяю либо попозже, либо если еще кто-нибудь упомянет, просто сейчас мне нравится как выглядит это движение

01:29:991 (1,2,3,4,5,6) - был бы рад увидеть тут флоу поудобнее. вроде и сейчас нормально

02:26:598 (5) - нк? у тебя даже спейсинг резко меняется с этой круга так ,что считаю нк в подобных местах будет справедлива. не знаю будет ли хорошо читаться этот прыжок в таком случае, без фолоупоинта

02:26:598 (5,6,7,8,9,10,11) - к тому же лучше бы увеличить спейс этого стака. Без спейса теряется чувство ритма. Я бы поставил по ДСу х1 в этом стаке. хочу очень медленное движение, чтобы чувствовался контраст с предыдущими джампами хорошо

02:36:598 (5,6,7,1) - неудобный и плохо читаемый стак. Вырази спейсом. упс


Insane

01:18:205 (9,10) - cчитаю что можно поставить удобнее чтоб избежать слайдербрейков. посмотрим

01:18:384 (10,1,2,3) - ужасный флоу, сделай плавный паттерн как здесь 02:49:812 (10,1,2,3) - тут играется куда лучше. ну не знаю, (1) лежит на продолжении (10), должно быть нормально

а вообще мне кажется первый киай как то противоречит от остальных трёх. Короче говоря постарайся сделать первый киай удобнее...Остальные три ок. странно, мне кажется они не так уж и отличаются
02:26:598 (5) - тот же запрос как и в Hyper

01:42:134 (4,5) - 01:47:848 (4,5) - оверлап ради оверлапа не кажется мне хорошей затеей. К тому же остальные идентичные моменты кроме этих двух смогли избежать оверлапов. порой делаю оверлапы, чтобы стилистику разнообразить, мне кажется норм

02:33:027 (1,2,1,2,3) - из за того что ты стакнул 02:33:027 (1,2) - плохо чувствуется эта тройка 02:33:562 (1,2,3) - . Предлагаю заспейсить 02:33:027 (1,2) - так же как и 02:32:312 (5,1) - кажется сейчас нормальным, типа контраст стака и спейса к тройке помогает её чувствовать
Топ диффа ,признаюсь, не мой уровень и совершенно не тот концепт с которым я могу хоть как то помочь. Советую собрать фидбеки БНов перед модами..

Удачи с картой! ;) Спасибо!
Mking
hey there! here from my modding queue

[Lost in Myopia]
Overall I'd request going down on the CS from 4.5 to like 4.2~4.3 ish as this diff requires a lot of movement with the fast sliders and big spacing so I think bigger CS would fit it better
00:21:613 (3) - blanket is a bit off, if you move to 21:346 you can see the aproach circle doesnt correspond with the slider (a little bit :p)
00:24:471 (4) - ^ (tiniest grid helps with this)
01:23:741 (4,5,6) - these are placed in the exact same way as 01:25:705 (2,3,1) - which could lead to missunderstandings so maybe moving them away from underneath the slider (these ones 01:25:705 (2,3,1) - ) would make the difference
01:44:277 (6,1) - same concept here
also the kiai on the vocals inbetween the instrumentals seems cool but doesn't it make it like overused? as it's so short it kinda feels like it takes away the purpose of kiai but thats up to you
for the rest this diff seems fine well done!

[Insane]
00:35:899 (3) - blanket fix
00:38:756 (3) - ^
01:49:009 (2,3) - these have like the same kind of thing as in the other diff, the readability of em becomes a guess as you have other object with a 1/2 beat gap stacked the same way so you dont know how to click em (especially when using HD cause no approach circles) but thats more up to you
But besides that the diff seems good :p

I think this should almost be finished so gl!
Cheri
M4M from queue - Short mod so just give short mod back to either of the maps I have available (go back to the queue to know which one to pick)

Lost in Myopia

  1. 00:15:899 (3) - if you want to focus the vocals here a bit more then this would be better if 00:16:078 - was clickable short your slider to there and add a note here 00:15:899 - (this is just a suggestion)
  2. 00:55:185 (1,2) - this would look better if (2) was more inside of 1 kind of like this http://imgur.com/a/u4LgG
  3. 00:56:613 (3,1) - same as above ^
  4. 03:40:527 (2) - I understand the reason why you curve it like this but I still feel that it should be curve less to flow better
Insane

  1. 00:28:756 (1) - I feel this should be map to a slider like you did in the extra diff
  2. 02:25:170 (1,2,3,4,5,6,7,8) - maybe just me but you map this exactly same minus a few things like in extra - as a diff lower than extra maybe make this a bit easier?
this looks good so I gave kd :)

GL

edit: ugh type to fast so grammar mistakes :cry:
Topic Starter
Hectic

Mking wrote:

hey there! here from my modding queue

[Lost in Myopia]
Overall I'd request going down on the CS from 4.5 to like 4.2~4.3 ish as this diff requires a lot of movement with the fast sliders and big spacing so I think bigger CS would fit it better hm, i don't think this cs is a problem for fcing sliders, i don't have problems with them
00:21:613 (3) - blanket is a bit off, if you move to 21:346 you can see the aproach circle doesnt correspond with the slider (a little bit :p) i tried my best, and i can't see how is it off, so.. does it really matter? :)
00:24:471 (4) - ^ (tiniest grid helps with this) tried to fix
01:23:741 (4,5,6) - these are placed in the exact same way as 01:25:705 (2,3,1) - which could lead to missunderstandings so maybe moving them away from underneath the slider (these ones 01:25:705 (2,3,1) - ) would make the difference i think at this skill level player is able to recognise time differences between those
01:44:277 (6,1) - same concept here
also the kiai on the vocals inbetween the instrumentals seems cool but doesn't it make it like overused? as it's so short it kinda feels like it takes away the purpose of kiai but thats up to you i didn't really get what does that mean :?
for the rest this diff seems fine well done!

[Insane]
00:35:899 (3) - blanket fix should be fine now
00:38:756 (3) - ^ same
01:49:009 (2,3) - these have like the same kind of thing as in the other diff, the readability of em becomes a guess as you have other object with a 1/2 beat gap stacked the same way so you dont know how to click em (especially when using HD cause no approach circles) but thats more up to you ill wait for others opinion
But besides that the diff seems good :p

I think this should almost be finished so gl! Thank you!

DJ Lucky wrote:

M4M from queue - Short mod so just give short mod back to either of the maps I have available (go back to the queue to know which one to pick)

Lost in Myopia

  1. 00:15:899 (3) - if you want to focus the vocals here a bit more then this would be better if 00:16:078 - was clickable short your slider to there and add a note here 00:15:899 - (this is just a suggestion) i don't really want to focus on vocals, i emphasize it passively here
  2. 00:55:185 (1,2) - this would look better if (2) was more inside of 1 kind of like this http://imgur.com/a/u4LgG
  3. 00:56:613 (3,1) - same as above ^ i like how it is now
  4. 03:40:527 (2) - I understand the reason why you curve it like this but I still feel that it should be curve less to flow better i think it flows fine
Insane

  1. 00:28:756 (1) - I feel this should be map to a slider like you did in the extra diff yeah, i need to rework intro here too
  2. 02:25:170 (1,2,3,4,5,6,7,8) - maybe just me but you map this exactly same minus a few things like in extra - as a diff lower than extra maybe make this a bit easier? haha, they are actually the same, i didn't notice, but i don't think its reallt an issue, just a little stream, nothing too difficult
this looks good so I gave kd :) hey, thank you!

GL And you too c:

edit: ugh type to fast so grammar mistakes :cry:
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