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BoxPlot - Escape With The Clouds 6j331a

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haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
m4m from your que

no escape = alcatraz
00:24:811 (3) - wouldn't this look cooler like this http://puu.sh/lFnVG/5b7d605221.jpg or just give it a slight curve. this is so minor that i might die
00:46:890 (1,1) - you could prolly start these spinners with a super silent circle as well since there is that semi-quiet piano or something
00:44:193 (5) - subjective but a slight curve would look better imo
01:06:104 (1) - i hate how these have that super silent snapping sound ingame but since object volume can't go under 5% it's not fixable qq. idk maybe you could make the sliderend's volume 20% to make them hearable but not make them annyoing. also maybe give every slider a whistle at the start
01:18:744 (2) - idk this whistle sounds super awkward to my ear
02:51:272 (1) - imo this spinner end should be clickable but yea
03:05:092 (1) - pls balance this oh gawd
03:05:598 (2,3,4,5) - this is so dumb to read i hate stacks at the end of triples
03:13:856 (5) - turn this a bit left so it goes into the same direction the follow points go
03:19:250 (4) - ctrl+g flowed better for me
04:17:649 (1) - again the end should be clickable imo cuz kick or snare whatevs
04:21:272 (5) - me again with subjectivity but giving this a slight curve would look better imo
05:43:856 (1) - again the clickable spinnerend thing
06:12:508 (2) - pls balance my ocd kicks in

well there seriously is pretty much nothing for me to point out so my mod ended up as pretty useless lol but since m4m is almost my only way to get mods for my maps so here i am.

really cool map i love these streams even though i can't play them
Topic Starter

Pho wrote: 275c35

o/ You ask a noob player to mod this lol.

Bold: Fix quickly/unrankable issues
Purple: Questionable
Red: Highly recommend A lot, consider 80% of the things I mentioned being red

[General]
  1. You have a 30ms parasite on your normal-hitclap, please remove it. Also 18ms delay on the left channel of normal-hitfinish2 so yea I'll fix those when I learn how to, for now I have no idea how to remove the delay on different channels
[No Escape]
  1. I generally recommend that if you use extended sliders, you should volume down their sliderends since there are no strong beats on where the're ending. Around ~30-40% vol. would be great. Not sure if beats ending on whistles should be consider that weak
  2. 00:39:811 (6,7,8,9) - Tone this down, especially the jump from 7-8 should be nerfed, try to keep it around ~2.7xDS. This is heavily overdone even for a buildup. K
  3. 00:41:834 (1,2,3,4,5,6,7,8,9) - This jump section should be scaled down a bit as well, also to fit the next combo pattern which is way easier to play. K
  4. 01:10:823 (1) - 01:16:216 (1) - NC delete, you don't really need it for vocals. I used it because different patern.
  5. 01:19:250 (1,2,3,4,1,2,3,4,1,2,3,4,1) - Spacing of the stream should be toned down for a better build-up, this feels pretty fast compared to how calm the song still is. Alright reduced a bit
  6. 01:24:643 (8,1,2,3,4,5,6,7,8,9,10) - Fullscreen jumps happen really sudden, I recommend you build up the spacing gradually so it transitions better into the jumping phase. But it does increase gradually? From 3.25 to 3.88 and the part really get much more intense so I think it should be like that.
    I mean this is even harder than the actual kiai time. Maybe I'm alone that feels this part is more intense than the kiai :X
  7. 01:33:407 (1,2,3) - You can easily see how bad the flow is broken by these sharp-angled jumps. Big spacing? Fine, but at least try to keep the flow less disruptive: I changed 01:34:081 (3) - direction, if it's not enough in your opinion I'll change it your way. However I still map snares more spaced than drums.

    Similar: 04:38:295 (3,4,5) - did the same
  8. 01:39:137 (2,3) - Are you HW or something? This snare feels heavily spaced for what it actually represents in the music, and is even higher spaced then the drum beat. Please tone it down at the following: I guess toned it down a bit
    Similar stuff: 01:41:834 (2,3) - 03:16:216 (2,3) - 03:18:744 (1,2,3) - 04:29:193 (4,5) - less extreme than the others, so optional 04:31:722 (2,3) - 04:55:486 (2,3) - all of these are okay, that short sliders are played as single taps and the DS is actually half
  9. 01:52:452 (1,2,3,4,5) - Spacing to the circle before feels really small and dampels the flow quite a bit. I think you should increase the spacing more to make it more fluid to play. I think it's ok, the beat is weak and most of my streams are close like that
  10. 02:07:705 (5,6) - This is one of the really uncomfortable zones to play because it's pretty much squished on that corner, better push it a bit more to the play centre. yep
  11. 02:09:811 (1,2,1,2,1,2) - Overspaced. The music just got calmer, so please tone down the enormous spacing (and yes, the bass beats are no justification for it either): rip
  12. I'm no streaming expert at all but:
    02:35:008 (4,1,2) - Be careful with such sharp angles during long streams, it really disrupts the flow. The burst was very slow so I think it's not a problem to transition there, will see how it plays.
    02:36:778 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - The extreme variant of above. It seems like the flow is extremely disruptive here due to lots of direction changes coupled with that streamjump Will test this too
  13. 02:41:497 (1,2,3,4) - At least space this a tiny bit upwards, or else you take too much momentum away for the fast stream. k
  14. 02:43:097 (4,1) - Feel harsh to play with really disruptive flow. Yeah I had tons of problems with this will try to change this somehow
    02:47:227 (1,2,3,4,1,2,3,4,1) - As above, too many sharp-angled direction changes. It actually plays nice ( if you're hands are not dead yet lel )
  15. 03:34:081 (5,6) - Feels like this takes out a lot of momentum here. Would space it out. You just made me make a evil patern, g
  16. 04:19:587 (2) - Less curved for smoother flow. It's fine, don't need to move the cursor much anyway I think.
  17. 05:02:396 (1,1,1) - Why do people squish stuff like that lol. If you wouldn't set it on a corner and make the flow less awkward with these donut sliders this would be fine. Idk, I use full area and my hand felt fine there, I'll change it if you really think it's bad xd
  18. 05:24:811 - This stream part feels much more comfortable to play than the one before as it's more lenient due to kicksliders. Any reason for that? I thought this time I'd use drums and snares too not just the 1/4 sound.
  19. 05:37:115 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Eh... no please. at least the last 2 combos should have a smoother flow. Will test this again, but I think it plays fine enough since they aren't that spaced.
  20. 06:17:564 (1,2,3,4) - Flows a bit broken because of sharp angles. Make the flow smoother. Unsure about this since the angle comes from a slider, I don't think anyone will finish that slider fully but will go for tripple.
  21. I partly have to agree with Yauxo in of spacing, you really aimed for huge spacing for this map for the purpose of 'fun jumping'. I Just chose to make this map this kind of diffuculty, I can make it hundreds of different ways but this is what I went for and I think it's fine as it is.
    Stuff feels overdone at some sections and could be toned down to fit the intensity of the track more. Feels like the current difficulty-based mapping meta to me :/ pp is good
    It still should be valid, get more mods and opinions from people and see what will happen. Good luck!
Thanks for the help!

Maakkeli wrote: f6f4s

haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
m4m from your que

no escape = alcatraz
00:24:811 (3) - wouldn't this look cooler like this http://puu.sh/lFnVG/5b7d605221.jpg or just give it a slight curve. this is so minor that i might die
Not a fan of diagonal stuff. I want it to look more even. Curving it would also break consistency with 00:23:463 (3) - .
00:46:890 (1,1) - you could prolly start these spinners with a super silent circle as well since there is that semi-quiet piano or something Good idea
00:44:193 (5) - subjective but a slight curve would look better imo ok
01:06:104 (1) - i hate how these have that super silent snapping sound ingame but since object volume can't go under 5% it's not fixable qq. idk maybe you could make the sliderend's volume 20% to make them hearable but not make them annyoing. also maybe give every slider a whistle at the start Left them at 5 %, added whistles
01:18:744 (2) - idk this whistle sounds super awkward to my ear removed
02:51:272 (1) - imo this spinner end should be clickable but yea , it's fine I think. The three beats after follow a different thing than a slider end
03:05:092 (1) - pls balance this oh gawd xd
03:05:598 (2,3,4,5) - this is so dumb to read i hate stacks at the end of triples They are great once you are able to always read these
03:13:856 (5) - turn this a bit left so it goes into the same direction the follow points go ok
03:19:250 (4) - ctrl+g flowed better for me too sharp imo
04:17:649 (1) - again the end should be clickable imo cuz kick or snare whatevs I'm not a fan of circle instantly after slider so
04:21:272 (5) - me again with subjectivity but giving this a slight curve would look better imo doesn't change much but if you think it's better then ok
05:43:856 (1) - again the clickable spinnerend thing
06:12:508 (2) - pls balance my ocd kicks in I tried

well there seriously is pretty much nothing for me to point out so my mod ended up as pretty useless lol but since m4m is almost my only way to get mods for my maps so here i am.

really cool map i love these streams even though i can't play them
Thanks, wasn't that bad mod tho.
M4M from your queue

  • [nice song dude]
  1. 00:20:261 - i really don't undestand why you don't use spinner at this tick. From that moment started continuous strange the sound
  2. 00:35:429 (2) - I'm not sure about that 1/1 is fine for rhythm. Furthermore you don't used 1/1 before
  3. 01:18:744 (2) - fix blanket a bit
  4. 01:24:811 (1,2,3,4,5,6,7,8,9,10,11) - okay, i think that you will not agree with me, but i guess that this jumps is randomly. Yea, you can make a large jump for white ticks, but red ticks don't have same sound. That is my suggestion https://osu-ppy-sh.tvgratuite.org/ss/4059795
  5. 01:22:283 (1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8) - check this section too, i think here have random jumps again
  6. 02:40:486 (1,2,1,2) - imo, kick sliders here looks is not good. Sound at 02:40:570 , 02:40:738 etc sounds quite clearly, because you should stick to old form mapping. Although i can be not right
  7. 02:46:216 (1) - k, revers sliders is fine, but not use kick sliders pls
  8. 04:19:587 (2) - imo, too curved because looks bad
  9. 04:23:969 (5) - idk, this slider idea for two circles, vocals just pushes for this
  10. 04:23:632 (3,2) - stack
  11. 05:02:396 (1,1,1) - w h a t t h e f u c k . It's looks so bad
  12. 05:03:407 - nice forms here and further. I think that you should add something else at previous section
  13. 05:37:115 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - looks confusing
  14. 05:46:216 (1) - why did you not stack him with end of 05:45:879 (1) - ? So it will be better
  15. 06:29:643 (1,2,3) - what? 356 bpm triple, No pls. I'm 100% sure that this is unranked.
  16. You often use at during all map fullscreen jumps, that i don't like if it does not follow music. Yea, i think your map have a much unreasonably large jumps. I understand why you are doing it, but you can do diff more dufficult if use other techniques. For example you make a more spacing to stream part 02:32:396 - 02:48:576. Or same use more spacing at slider part (02:10:823). So you can do your map a more interesting. But it's just my opinion
Best of luck!
Topic Starter

FCL wrote: 3u2635

M4M from your queue

  • [nice song dude]
  1. 00:20:261 - i really don't undestand why you don't use spinner at this tick. From that moment started continuous strange the sound not needed, but ok
  2. 00:35:429 (2) - I'm not sure about that 1/1 is fine for rhythm. Furthermore you don't used 1/1 before I mapped it to a bit different sound here and I use some more 1/1s later
  3. 01:18:744 (2) - fix blanket a bit k
  4. 01:24:811 (1,2,3,4,5,6,7,8,9,10,11) - okay, i think that you will not agree with me, but i guess that this jumps is randomly. Yea, you can make a large jump for white ticks, but red ticks don't have same sound. That is my suggestion https://osu-ppy-sh.tvgratuite.org/ss/4059795 uh I get your point but drums use similar strenght here even if they are just red ticks. You can see I form triangle on drums and that other shape on snare https://imgur-archive.ppy.sh/r0CzIm7.jpg
  5. 01:22:283 (1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8) - check this section too, i think here have random jumps again nah the last note in the bursts have drums, and it's less spaced than snare.
  6. 02:40:486 (1,2,1,2) - imo, kick sliders here looks is not good. Sound at 02:40:570 , 02:40:738 etc sounds quite clearly, because you should stick to old form mapping. Although i can be not right it's fine wanted variety / a little break in this part
  7. 02:46:216 (1) - k, revers sliders is fine, but not use kick sliders pls
  8. 04:19:587 (2) - imo, too curved because looks bad look fine imo and works well with the music there
  9. 04:23:969 (5) - idk, this slider idea for two circles, vocals just pushes for this didn't map for vocal here and rather not if I follow another thing whole patern.
  10. 04:23:632 (3,2) - stack can't lol
  11. 05:02:396 (1,1,1) - w h a t t h e f u c k . It's looks so bad uh nothing comes to mind now
  12. 05:03:407 - nice forms here and further. I think that you should add something else at previous section
  13. 05:37:115 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - looks confusing only looks
  14. 05:46:216 (1) - why did you not stack him with end of 05:45:879 (1) - ? So it will be better I like it this way
  15. 06:29:643 (1,2,3) - what? 356 bpm triple, No pls. I'm 100% sure that this is unranked. it's 1/6 not 1/8 and it follows music
  16. You often use at during all map fullscreen jumps, that i don't like if it does not follow music. Yea, i think your map have a much unreasonably large jumps. I understand why you are doing it, but you can do diff more dufficult if use other techniques. For example you make a more spacing to stream part 02:32:396 - 02:48:576. Or same use more spacing at slider part (02:10:823). So you can do your map a more interesting. But it's just my opinion It's not your general 2 star map mate
Best of luck!
Thanks!
M4M post.

No Escape 474u6v


This map is actually really solid. I can't really find anything wrong with it. Feel free to treat this as a NM instead due to the short length.

01:26:328 (1,2,3,4) - Spacing here might be a little to much, could be mistaken for a 1/2 gap.
01:35:935 (2,1) - This jump felt a little unnatural for me, 2 needs moving up a little.
01:56:328 (2) - So, for this whole section you've been stacking 2 notes under the slider tail. I think you should do something else for the single notes like this. Just give them a little spacing.
02:00:542 (1,2,3) - Rotate selection centre -10. Just fits in better with the flow from the previous jump.
02:10:486 (1,2) - Personally I think you shouldnt stack these and show some emphasis to match the music instead.
02:32:396 (1) - Dude, I'm so glad you know how to use stream spacing effectively. GG.
02:37:452 (1,2,3,4) - I feel like this should be a slight U curve downwards instead. Just my opinion. Actually its consistent with 02:42:845 (1,2,3,4) - As well.
03:05:935 (5) - I dont like this. difficult to spot on SR and it kills some of the flow. Id personally put it slightly above the 3 of the triple.
03:05:935 (5) - Similar issue here.
03:15:710 (2) - Try stacking this under 03:15:036 (3) - Instead of the slider tail.
04:29:699 (1,2,3,4) - This applies for the rest of the song as well. I dont think these should be perfect stacks. Use a bit of stack leniency.
05:11:328 (1) - Just to split this pattern in half from here. Maybe move it in a different direction, or rotate it around like you did with the next one?

Thats about it, anything else is just a copy of something I already mentioned. Again, amazing map. DW about M4M if this wasnt too helpful

GL.
Topic Starter

The Fetish wrote: 5p2p6r

M4M post.

No Escape 474u6v


This map is actually really solid. I can't really find anything wrong with it. Feel free to treat this as a NM instead due to the short length.

01:26:328 (1,2,3,4) - Spacing here might be a little to much, could be mistaken for a 1/2 gap. Moved closer
01:35:935 (2,1) - This jump felt a little unnatural for me, 2 needs moving up a little. Uh I can't find a good placement for that note
01:56:328 (2) - So, for this whole section you've been stacking 2 notes under the slider tail. I think you should do something else for the single notes like this. Just give them a little spacing. Sure
02:00:542 (1,2,3) - Rotate selection centre -10. Just fits in better with the flow from the previous jump. But blanket :((((((((( and noone will follow that slider to end anyway lul
02:10:486 (1,2) - Personally I think you shouldnt stack these and show some emphasis to match the music instead. I only showed emphasis on changing music there and those come in pairt by 2 so I think it perfectly fits
02:32:396 (1) - Dude, I'm so glad you know how to use stream spacing effectively. GG. g
02:37:452 (1,2,3,4) - I feel like this should be a slight U curve downwards instead. Just my opinion. Actually its consistent with 02:42:845 (1,2,3,4) - As well. I'll keep them different for variety. The first line streams went pretty well so I want to keep it. I actually thought that, I should have made the second stream lines instead but I think it works well enough how it is.
03:05:935 (5) - I dont like this. difficult to spot on SR and it kills some of the flow. Id personally put it slightly above the 3 of the triple. I think it plays fine, flow stays similar because I used stacks as 3 to stop now it stops on the single tap. Had a few people testplay noone misread it.
03:05:935 (5) - Similar issue here.
03:15:710 (2) - Try stacking this under 03:15:036 (3) - Instead of the slider tail. Sure
04:29:699 (1,2,3,4) - This applies for the rest of the song as well. I dont think these should be perfect stacks. Use a bit of stack leniency. K increased.
05:11:328 (1) - Just to split this pattern in half from here. Maybe move it in a different direction, or rotate it around like you did with the next one? I'll consider this

Thats about it, anything else is just a copy of something I already mentioned. Again, amazing map. DW about M4M if this wasnt too helpful

GL.
Thanks!
SPOILER
2015-12-02 12:29 pishifat: 01:27:002 (5,6,7,8,1) - kinda shit
2015-12-02 12:29 pishifat: 04:23:800 (4,5) - 04:37:283 (4,5) - 06:02:227 (4,5) - shittransition
2015-12-02 12:29 pishifat: 05:03:070 (1,1,2,3,1) - can you actually play that llol
2015-12-02 12:29 Strategas: hi
+paramore in tags
mmm donuts

We fixed a pattern at 05:02:227 (1,2,1,1) - so it's more comfortable to play now
bubble hype!
nice
Where's the flame :roll:
[General]

  1. that artist, the"plot" the p could change to caps " BoxPlot " because there album in Bandcamp or Soundcloud is more better trust than youtube
  2. Also missing add Liquid Tones in Tag
  3. there osb file, delete it

[No escape]

Gameplay:

  1. 01:06:778 (2,1) - http://puu.sh/lNNRb/bf1558756f.jpg my view blanket is off
  2. 01:39:137 (2,3) - Not sure if this the spacing almost 6.00x is impossible to catch there, would be nice reduce 5.00 or 5.50x
  3. 01:41:834 (2,3) - ^ same
  4. 03:14:193 (1) - I never seen you put NC as you style, I don't see this like this NC other parts, in 03:14:531 (1) - could remove NC, example you style in
  5. 03:33:070 (1,2,3,4), and many more, but you didn't NC
  6. 03:34:081 (5,6,1) - the pattern could change zig-zag is must better than parallel IMO like you did in 02:05:092 (6,7,1,2,3) -
  7. 04:21:272 (5) - could CTRL+G is good flow with 04:20:598 (1) and 04:21:609 (1)
  8. 04:31:553 (1,2,3) - 7.00x spacing, still not sure this is fine, would be nice reduce to 5.00x
  9. 04:40:823 (1) - remove NC same happen 03:14:193 (1)
  10. 04:55:486 (2,3) - the spacing again
  11. 04:56:160 (4,5) - ^ same
[]
the only thing he spacing made me little worry, not sure ho well
pm in inbox when you done this
Topic Starter

Pereira006 wrote: 2g4d8

[General]

  1. that artist, the"plot" the p could change to caps " BoxPlot " because there album in Bandcamp or Soundcloud is more better trust than youtube Fixed
  2. Also missing add Liquid Tones in Tag Added
  3. there osb file, delete it Deleted

[No escape]

Gameplay:

  1. 01:06:778 (2,1) - http://puu.sh/lNNRb/bf1558756f.jpg my view blanket is off Fixed
  2. 01:39:137 (2,3) - Not sure if this the spacing almost 6.00x is impossible to catch there, would be nice reduce 5.00 or 5.50x Kicksliders play as singletaps, so the real distance is more than half less. In this case it's about 2.5x
  3. 01:41:834 (2,3) - ^ same ^ same
  4. 03:14:193 (1) - I never seen you put NC as you style, I don't see this like this NC other parts, in 03:14:531 (1) - could remove NC, example you style in I wanted NC here 03:14:783 - but slider ends there so I put it on the slider head and I think if I put NC on blue tick it won't be good. I did the same thing in every kiai in this part 06:07:452 - 04:41:160 - 01:48:576-
  5. 03:33:070 (1,2,3,4), and many more, but you didn't NC
  6. 03:34:081 (5,6,1) - the pattern could change zig-zag is must better than parallel IMO like you did in 02:05:092 (6,7,1,2,3) - here I tried to be consistent with 03:31:553 (9,1,2,3,1,2,3) - . I often used repeating paterns two times in the whole song so I want to keep it consistent here with these
  7. 04:21:272 (5) - could CTRL+G is good flow with 04:20:598 (1) and 04:21:609 (1) Ok
  8. 04:31:553 (1,2,3) - 7.00x spacing, still not sure this is fine, would be nice reduce to 5.00x same as before, the actual spacing is twice less, because you will never want to follow those sliders but just click them
  9. 04:40:823 (1) - remove NC same happen 03:14:193 (1) I guess I explained it above
  10. 04:55:486 (2,3) - the spacing again same
  11. 04:56:160 (4,5) - ^ same same
[]
the only thing he spacing made me little worry, not sure ho well
pm in inbox when you done this
Thanks! I hope you'll understand the reasons behind not changing a lot of the things you mentioned ( they are repeating though ) .
alright then, the artist and tag got change, can't approve because the rule, sorry, will give #1 bubble you can ask pishifat and pho to 2 bubble and flame. good luck

EDIT: no kudosu ? lmao
Still looks good to me, Bubble #2

@pishi: make sure the .osb file is non-existent if you want him to apply small changes lol
Topic Starter
gave kudosu now SORRY LOL
nvm gl on rankin' that song
Topic Starter
bm
lmao pishi,
grats!



all jokes aside, congrats :D
Gratss!!
yay, congratulations!
h o l y s h i t
ayy grats
Congrats :)
Topic Starter
forgive me

Okoratu wrote: ct57




all jokes aside, congrats :D
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GOOD MEME
SORRY I MEAN
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XD
LE UPBOAT
XD
WAIT TIL LE DERPINA HEARS ABOUT THIS
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Thanks everyone <3
Hello there.

Disqualifying this map for now, because this map seems horribly overdone to me. I've gathered some opinions about it as well and it seems like I'm not alone with this mindset:

Yauxo wrote: 71584y

■ I feel like the spacing is really messed up in this one. There are quite the number of patterns that I'd like to point out because they're weird to play or overdone , but ... that'd kind of mean that I'd have to point out the entire map because of its spacing. I probably wouldve liked this more if this wasnt aimed at fullscreen jumping 24/7 pp map inc :v
I cant really mod that kind of map, sorry.
gl anyways

Pho wrote: 275c35

[*]I partly have to agree with Yauxo in of spacing, you really aimed for huge spacing for this map for the purpose of 'fun jumping'.
Stuff feels overdone at some sections and could be toned down to fit the intensity of the track more. Feels like the current difficulty-based mapping meta to me :/
It still should be valid, get more mods and opinions from people and see what will happen. Good luck!
The map itself is not horrible. But spacing is often really exaggerated for no real reason, when the song always stays the same. Let me point out some examples:

01:23:632 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) -
01:30:542 (2,3) -
01:31:216 (5,6) -
01:32:564 (7,8) - by your logic this should be a far higher jump, which I don't advise because it would just lead into more overdone jumps.
03:02:901 (4,5) -
03:05:598 (2,3,4,5) - what happened here? you kill the movement completely.
03:15:205 (4,5,6,1,2,3) -
04:45:879 (1,2,3,4,5,6,7,8,9,10,1,2,3,1,2,3,4,5,6) -
05:17:227 (1,2,1,2,1,2,1,2,1) -

and many more.

For now, I don't really see this map ranked as for the reasons above, and again, these are not the only ones. I'd like to open the discussion about it and see what input the community has to give.
.
i was actualyl gunna write soemtghin about the jumps 2 lo but yheja

i do think "horribly overdone" was bad word usage tho lik wtf this map is gorgeuoz

btw u sud add ep and edm to tags cuz its from the excape with the clouds ep and edm is teh general genre d
Well, horribly might have been a bit too harsh but it's still overdone. As said, map itself is okayish but some jumps are too much.

Azerite wrote: 6h1o29

Nice joke.
These jumps are indeed a nice joke.
Topic Starter
I'm not sure what to begin with tbh, I'll just point my opinions straight out and the reasoning behind my "horribly overspaced spacing"

I mapped to the basic drum hits and snare drum hits behind the logic that snares are more powerful than the regular drums. Most of the paterns that are fullscreen are build up in a way that basic drum hit is kinda highly spaced and then the more spaced snare hit follows.

The diffuculty of the map I chose to map this song wasn't your regular 4-5 star approval map, but a difficulty for high rated players therefore many people will think it's overspaced or whatever since they can't really play it. I had asked for lots of testplays and played it myself often and the flow and spacing plays completely fine for me. Why? Well because it's not 9001 BPM and the jumps are not so hard to aim.

From the opinions you mentioned

I feel like the spacing is really messed up in this one. There are quite the number of patterns that I'd like to point out because they're weird to play or overdone , but ... that'd kind of mean that I'd have to point out the entire map because of its spacing. I probably wouldve liked this more if this wasnt aimed at fullscreen jumping 24/7 pp map inc :v
I cant really mod that kind of map, sorry
You ask a noob player to mod this lol
I partly have to agree with Yauxo in of spacing, you really aimed for huge spacing for this map for the purpose of 'fun jumping'.
Stuff feels overdone at some sections and could be toned down to fit the intensity of the track more. Feels like the current difficulty-based mapping meta to me :/
Okay then I'll get to the patterns you mentioned
01:23:632 (1,2,3,4,5,6,7,8) -
The song gets more intense here slowly = more spacing.
01:24:811 (1,2,3,4,5,6,7,8,9,10,11) - many might think it's spacing is larger than kiai why???? Simply, because this part consists only of the drums and what I mapped to? yeah. So this part is suppose to be the hardest aka most spaced.

01:30:542 (2,3) -
Okay so this is more related to how I put my NCs here like this part is rather consistent with 01:33:070 (1,2,1) - 01:35:767 (1,2,1) - 01:38:463 (1,2,3) - and so on. So this song has lets say two different rhythms which change every downbeat and I consider the 1 2 3 thing much stronger so it's mostly mapped more spaced than the other paterns.

01:31:216 (5,6) -
This gets slowly more spacing after the burst note, since I didn't want to have huge as spacing right when the kiai started 01:28:519 (5,6) - 01:29:868 (7,8) - and reaches 01:31:216 (5,6) - the following patern you mentioned 01:32:564 (7,8) - is most likely my error, I cannot the reasoning behind doing that, but most likely it's due to the position of that note being akward already that it's spaced so low.

03:02:901 (4,5) -
This is just a little more spaced than the rest, but if it's really a problem I can reduce that.

03:05:598 (2,3,4,5) -
Okay so some people said something similar about "why stop here", "I don't like this overlap" or something, but it's almost the same stop as any of the stacks I used. It's just on a 1/2 note and not 1/4? I don't find any difference here since both are stopping paterns for the same amount of time.

03:15:205 (4,5,6,1,2,3) - Every kiai has this kind of hard part, not sure why exclude this one? It's suppose to be hardest in the whole kiai imo.

04:45:879 (1,2,3,4,5,6,7,8,9,10,1,2,3,1,2,3,4,5,6) -
If you mean this jump, 04:48:070 (4,5) - then my idea behind was that jumps to this kind of stacks are easier to read and play since you have to focus only on one spot. I will agree that this is too spaced.

05:17:227 (1,2,1,2,1,2,1,2,1) -

It's for variety, but if the different spacing is bothersome, I won't argue either.



Overall, I think if the jumps are reacurring in the whole map, I'm not sure what the problem is? To be honest instead of nerfing all the biggest jumps I'd boost the smallest ones. But if everyone will be against this kind of difficulty then so be it.

Thanks for the input, I will want to hear more peoples opinions aswell to decide on what to do next with this map. However I never expected a DQ because of spacing considering how many high star maps get ranked nowadays lol...
I cant really mod that kind of map wasnt aimed at me being unable to play or mod this, but more of a "I really dont feel like modding a diff like this". You dont need a full combo of fullscreen jumps to add intensity to a song. Space them relatively and the intensity will come by itself.

To be honest, this map wouldve been really good, if only it wasnt over-spaced on so many parts for the sake of it being a PP- or "extreme jump" map. The "scale by 0.80" wasnt supposed to be a funny joke, but more something I felt like shouldve actually been done/changed.
-
Topic Starter
I'm sorry but how is this a PP map? Just because you saw it's OD 9.5 and is jumpy?
Guys, don't make a drama out of this.
@Azerite: Stop posting unrelated stuff into this thread and harassing other people.

I felt the spacing was pretty consistent on this map considering the difficulty level it was aiming for, so I thought we could've given it a try... oh well.
Feel free to me when this discussion comes to a conclusion and you are aiming to rank this again.

EDIT: Okay I'm actually a bit mad at you for bolding out my statement from my mod for you, that was clearly meant as a fun introduction and not to defend your statement. Yes, i'm not the best player, but at a certain degree playing skills mean less than modding skills (and you saw me playing the map, i could've handled it if it weren't for the too high spacing).
Subjectively speaking, yes, it's a PP map for me. 6+ minutes, 6.19 Stars, full of jumps. Lets not talk about that though, that's not what we're here for. Im sorry for bringing that up.

My main reason why Im interested in this map is because it's not a bad map, but the opposite. Technically, a really good one - The only major flaw being spaced too much. As mentioned before, you dont need to put fullscreen jumps to add intensity where it might not even be necessary. If you want to make a part stand out, make sure that your standard beat stuff is evenly and not-fullscreen-spaced and then add a bit more spacing to the intense part. The change from "normal" to "increased" spacing will already be enough impact to seem much harder and thus, more intense.
Some patterns also seem to suffer flowwise and aesthetically from the spacing, too, even though this might be a subjective thing as well.

I might post some examples later if that's wanted in here.
People want to read what they want, I stated what I think about this map clearly. If people decide to twist words I can't do much about it.

Keep the thread clean and focus on the map, thanks.
Yauxo's main paragraph basically hit the spot tbh


basicaly i also think that the jumps r way bigger than expected. they r easy to hit adn play nice and stuf but i thought the spacing was way 2 huge than wot the song was "ing" so to spea k so id say lowering the spacing in general wud make teh map like almost perfect tbh but thats my o p i n i o n lo

tho i think it sud be strategas' choice if he wants to nerf it or not i guess cuz i think theyr objectively fine but yea
Topic Starter
Sorry for offending, it wasn't aimed at any person directly, but was aimed to make my point that it will seem too hard for people to trully evaluate the map's spacing while testplaying. I'm not doubting your modding skills at all and it is just my opinion and I can be very subjective at times.

The high spacing is a part of the map I wished to have when I thought of making it. I still feel that the intensity in the kiai is pretty much the same during it.

About the PP thing I'll be subjective too. Honestly most PP maps have one or few hard parts when the whole map is much easier. I think it's not the same here at all. If this map had something like 1 Kiai then sure, but the hard stuff repeats many times and lasts quite long. It could only be considered PP farm for those players who are really consistent.
here are just a few thoughts i had when playing this:
02:32:396 - this part was MUCH more demanding than 05:24:980 - stamina-wise while being basically the same thing or nearly the same idk the 2nd one just felt a whole lot easier to do because it has more rest moments for my left hand lol
in of fun or playability or HOW THE FUCK DO I NOT 100 this 05:16:722 (1,2,1,2,1,2,1,2,1) - crossed a line for me that probably shouldn't have been crossed lol i guess you know what i mean with this
06:29:362 (1,1,2,3) - does this haaaaaaaaaaaave to end in an 1/6 triplet being mapped, i think an 1/6 doublet would be smarter, more forgivable and actually predictable but that may just be me lol
Topic Starter

Okoratu wrote: ct57

here are just a few thoughts i had when playing this:
02:32:396 - this part was MUCH more demanding than 05:24:980 - stamina-wise while being basically the same thing or nearly the same idk the 2nd one just felt a whole lot easier to do because it has more rest moments for my left hand lol
This is true. I had two options here either to make the beggining easier for warmup or harder so that ending wouldn't be so hard after playing the map for long already, I'd be guessing people already would run out of stamina, and much rather fail at middle than on the end of the song which always suk.
in of fun or playability or HOW THE FUCK DO I NOT 100 this 05:16:722 (1,2,1,2,1,2,1,2,1) - crossed a line for me that probably shouldn't have been crossed lol i guess you know what i mean with this
never got 100s here lol except when I missed the whole slider xd, but I guess you can have complaints about having this part more spaced
06:29:362 (1,1,2,3) - does this haaaaaaaaaaaave to end in an 1/6 triplet being mapped, i think an 1/6 doublet would be smarter, more forgivable and actually predictable but that may just be me lol
Many people have issues here. I personally like it as notes because the music s it, but if it really bring antifun for people I'll just change it to a slider. 05:03:281 (2) - this thing is 1/8 so it's a slider, because when I had it as circles people complained to me about not being able to do 356 bpm bursts xd
Thanks for your input!
as the guy who qualified the map, i thought the overall spacing thing wasn't really a huge deal

the map is designed to use large spacing and is able to maintain a high level of difficulty throughout. the large spacing is introduced intuitively through build up and by the time any player reaches the kiai, they'll know that's how the map was structured

the cool thing about how the map handles spacing is that it's still able to express emphasis through distance between objects. downbeats and snares are spaced more than kicks and other less loud stuff (which irre obviously understood by pointing out 01:32:564 (7,8) - in the dq)

the issue people seem to have is how even though the map is well designed, spacing is larger than what they would consider acceptable. if i were mapping this song, i probably wouldn't space stuff this large either, but how the map is spaced overall is the mapper's decision and if it's done cleanly and consistently, i don't see how it's a problem

most importantly, does adjusting the map to use smaller spacing actually benefit it? changing the mapper's intention of this doesn't really seem like an improvement to map quality, but rather an appeal to less extreme interpretations

personally i wouldn't think that to be enough of a reason to hold back from ranking, but that's just my interpretation of what's going on too lol


o also i think changing the stuff oko pointed out and at least the non-spacing-specific things irre pointed out would be good
I told you lol
Good luck getting this ranked again. I love this map, you've definitely improved.

Feels weird having no stars left D:

Secretpipe wrote: n6k

I told you lol
Secretpipe best mapper follow this person's words

edit: idk if im even allowed here wtf but if im allowed to post pls dont go thru with od 9.5 and about the slider hold spam (it's very boring and bothersome to go thru that part without hitting a 100.)
Topic Starter

DahplA wrote: 144e

Good luck getting this ranked again. I love this map, you've definitely improved.

Feels weird having no stars left D:
DUDE WHAT LOL, Thanks xd

Kipley wrote: 6e21v

Secretpipe wrote: n6k

I told you lol
Secretpipe best mapper follow this person's words

edit: idk if im even allowed here wtf but if im allowed to post pls dont go thru with od 9.5 and about the slider hold spam (it's very boring and bothersome to go thru that part without hitting a 100.)
OD is fine. Generally you'll want to have around OD 9 for DnB maps due to easy rhythm, but this one is more difficult so I raised the setting.
The slider spam - I mentioned in my mod before that mapping the same thing as in kiai would be more boring imo. I'm open to listen to your suggestions though.

ATM, I'm still unsure what to do with this map.
Sorry for interfering, I'm not a mapper nor a modder but I'd like to say something here.

In my opinion this map is NOT overspaced or overdone at all. Yes, it may become one of the best pp maps real quickly, but that's not the point here.
OD9.5 really feels right here, since the map is really rhythmic and higher level players shouldn't have problems with accuracy when trying to /fc this map.
Speaking about jumps - if a person can do these really long and unusual streams without breaking/failing/running out of stamina, why should these jumps be considered overspaced for this difficulty level? This map is nicely balanced and it's lot of fun to play at its current state and I'd like it to become ranked as it is.
Oh, and also - the slider hold spam parts are not boring, quite the opposite - IMO they're the most fun to play.


Only my opinion ofc, I may be totally wrong, sorry about that.
Best wishes and good luck, Strategas!
Imo map needs more work and i totally agree with some points that Irre mentioned. I actually agree that it's overdone some of the jumps seems super random and unnecessary.
The OD and the Sliderspam is fine. Ive had no problems with the Sliderspam yet
so what actually decides what kind of spacing is overdone and what kind is not? if weaker beats are less spaced than the strong ones and they're still relatively similar/fit depending on what sound there is in the song, it's fine to me, because that means the map is consistently hard at an X* star rating and still fits the song. so where's the problem?
and don't tell me full screen jumps are so intense that they're not allowed to be used consistently in a dnb map, this is simply a higher difficulty than your usual extra. also, if you're following the logic that full screen jumps are too intense for a dnb song or something like that, you may as well unrank/throw maps like https://osu-ppy-sh.tvgratuite.org/s/347765 (just a random example) in the trash bin because the song is too intense for easier difficulties ; )
Topic Starter
okay so I fixed some parts that were mentioned if I missed something bring it on

Mazzerin wrote: 5s2065

you may as well unrank/throw maps like https://osu-ppy-sh.tvgratuite.org/s/347765 (just a random example) in the trash bin because the song is too intense for easier difficulties
Come on, you obviously can't compare both songs with each others. Racemization has strong beats and intense emphasis, Escape With The Clouds doesn't (in the way Racemization has). It's a pretty calm song (compared to this) which imo doesn't full screen jumps..
Also Racemization is probably drumstep and even between drum and bass songs you can clearly make a difference.
Krimek
that's like
hella subjective.

all you said so far is that you don't think the instruments here are strong enough to full screen jumps..? Everything in here is huge by default and relative to that hugeness the screenjumps are the only thing that make sense relation to that. You basically disagree with the core of this map but nerfing the screenjumps is not really an opinion as pishi explained in his post

so i don't know if further discussing this is going to change anything about that lol
Sure this is based on my opinion but I just want to point out that you can't compare both songs just by it's genre.
If he wants to keep the jumps, sure why not.
Topic Starter
I believe what Mazzerin meant is - if I can't make fullscreen jumps, because it's a DnB map, then the given map can't have any difficulties other than the hardest one, due to it being intense. And having easy difficulties wouldn't make sense for an intense song like that.

Strategas wrote: 5n7052

world is harsh mate ;)

Exote wrote: 3l545

Strategas wrote: 5n7052

world is harsh mate ;)
Topic Starter
Nice, star rating dropped by 0.04 after I removed the biggest jumps.
Changed spaced tripples.
Removed the stack after spaced tripples.
Yeah and made overall spacing more consistant.
Never changing 01:24:811 (1,2,3,4,5,6,7,8,9,10) - explained my intentions after the dq post.

Oh yeah and thanks for the input to those two posts above, my map quality increased from -69% to 100 % !!! Top quality! THANKS!!!11
wellthen
Seems like the points were made clear and the spacing concept is valid.

Let's give it another try. #2
and now waiting for the flame
Hey~ From my M4M queue.

No Escape:
  1. Whoa, that OD is pretty high. (To be honest, I don’t think I’ve ever modded a map that has such a high OD before >.<)
  2. One unsnapped green line: 05:20:765. Easy thing to fix though. Just snap it to 05:20:767
  3. 01:25:823 (8,9,10,11) –These jumps look extremely big to me, especially since the rhythm is so fast. I suggest you try to make the jumps a bit less for more comfortable play here. I see that spacing was the reason that this map got DQ in the first place so I guess I’ll also point out places where I feel the spacings are a bit overdone. Again: 01:24:811 (1,2,3,4,5,6,7,8,9,10,11) – Not all of them, but especially the ones that I pointed out first: 8,9,10,11.
  4. 01:29:025 (1,2) –I don’t really know if it’s necessary to make these jumps this big.
  5. 01:29:868 (7,8) –Weird to play, since the flow goes backwards from 7 back to 8. You can probably try turning this stream: 01:29:531 (3,4,5,6,7) –the other way, so that (3) starts where (7) is now.
  6. 01:30:542 (2,3) –This jump looks big.
  7. 01:31:216 (5,6) –Same as 01:29:868 (7,8) –
  8. 01:32:564 (7,8) –This is an example of a pattern that doesn’t cause bad flow, since you don’t have to jump sharply with your cursor. Then again, that jump looks a bit big, lol.
  9. 01:35:261 (6,7) –Pretty big jump.
  10. 01:39:137 (2,3) –This jump looks insane to me since the rhythm here is much faster than the rest of kiai time and yet you made the jump almost similar to the rest.
  11. 01:41:834 (2,3) -^
  12. 02:17:733 (1,2) –Not a nice placing, since it causes weird flow and you didn’t place any of the rest like this.
  13. 02:19:755 (1,2) – Rather keep the spacing consistent here with the rest since there’s no real change in the music to the change of distance here.
  14. 02:20:261 (1,2) -^
  15. 02:20:767 (1,2) –This is just . . . no. Very bad flow and too big jump.
  16. 02:54:811 (5,6) –Very big jump here. What makes it even more difficult is the fact that the jump comes right after a stream.

I’m sorry, but there are still a lot of places where I feel the jumps are just too big (It doesn’t really look like you addressed Irre’s spacing issues thoroughly) I won’t be able to push this forward because of the above reasons and many other similar issues: The insane spacings and the bad flow (Bad flow more my personal opinion I guess)

I want to pop the bubble, but honestly, I’m scared to since I’m afraid I’m overreacting or something, but I truly think, personally, that this isn’t ready yet. I would like the next BN to read this as well and then make his/her own judgement. Perhaps this mapset will go through easily now, but I’m not gonna take that chance. Sorry >.<

Good Luck~!
Topic Starter

-Nya- wrote: 4y392e

Hey~ From my M4M queue.

No Escape:
  1. Whoa, that OD is pretty high. (To be honest, I don’t think I’ve ever modded a map that has such a high OD before >.<)
  2. One unsnapped green line: 05:20:765. Easy thing to fix though. Just snap it to 05:20:767
  3. 01:25:823 (8,9,10,11) –These jumps look extremely big to me, especially since the rhythm is so fast. I suggest you try to make the jumps a bit less for more comfortable play here. I see that spacing was the reason that this map got DQ in the first place so I guess I’ll also point out places where I feel the spacings are a bit overdone. Again: 01:24:811 (1,2,3,4,5,6,7,8,9,10,11) – Not all of them, but especially the ones that I pointed out first: 8,9,10,11.
  4. 01:29:025 (1,2) –I don’t really know if it’s necessary to make these jumps this big.
  5. 01:29:868 (7,8) –Weird to play, since the flow goes backwards from 7 back to 8. You can probably try turning this stream: 01:29:531 (3,4,5,6,7) –the other way, so that (3) starts where (7) is now.
  6. 01:30:542 (2,3) –This jump looks big.
  7. 01:31:216 (5,6) –Same as 01:29:868 (7,8) –
  8. 01:32:564 (7,8) –This is an example of a pattern that doesn’t cause bad flow, since you don’t have to jump sharply with your cursor. Then again, that jump looks a bit big, lol.
  9. 01:35:261 (6,7) –Pretty big jump.
  10. 01:39:137 (2,3) –This jump looks insane to me since the rhythm here is much faster than the rest of kiai time and yet you made the jump almost similar to the rest.
  11. 01:41:834 (2,3) -^
  12. 02:17:733 (1,2) –Not a nice placing, since it causes weird flow and you didn’t place any of the rest like this.
  13. 02:19:755 (1,2) – Rather keep the spacing consistent here with the rest since there’s no real change in the music to the change of distance here.
  14. 02:20:261 (1,2) -^
  15. 02:20:767 (1,2) –This is just . . . no. Very bad flow and too big jump.
  16. 02:54:811 (5,6) –Very big jump here. What makes it even more difficult is the fact that the jump comes right after a stream.

I’m sorry, but there are still a lot of places where I feel the jumps are just too big (It doesn’t really look like you addressed Irre’s spacing issues thoroughly) I won’t be able to push this forward because of the above reasons and many other similar issues: The insane spacings and the bad flow (Bad flow more my personal opinion I guess)

I want to pop the bubble, but honestly, I’m scared to since I’m afraid I’m overreacting or something, but I truly think, personally, that this isn’t ready yet. I would like the next BN to read this as well and then make his/her own judgement. Perhaps this mapset will go through easily now, but I’m not gonna take that chance. Sorry >.<

Good Luck~!
regarding difficulty: I won't change it.
regarding 1st slider spam flow: It's on purpose. I already tested with the 2nd slider part and it feels much more fun to play antiflow way than to play it in a very flowy way like I did with the 2nd part
regarding snappy jumps from bursts: It's also suppose to be that way. It makes the notes feel much more important.

I'll take this more as an opinion that this map is "overdone". Dunno not sure if it's worth updating only for the green line.
Thanks!
Randomly ing in again, I know you dont like me, but I care about the map.

With all that BN and QAT drama just around the corner, I'd say that "I wont change the difficulty" will result in "That didnt adress the problem mentioned in the first DQ post -> DQ #2" and will probably circle somewhere around that point. Ive seen that youve changed some things, but some of the unnecessay fullscreen jumps are still to be found in the diff.

To the qualifying BN; Make double-sure that it meets your quality standard. This is a double-edged sword, really.
[No Eescape]

  1. 01:17:564 (4,5,6) - I can understand your jump from 4>5 but not 5>6. You map an equally large distanced jump to something that is barely audible in the music xP.
  2. 01:24:811 (1,2,3,4,5,6,7,8,9,10,11) - These are overdone not because they are too big, bit because this section is quite calm compared to the Kiai right before it. By using jumps this big so early on, it makes the Kiai feel less intense. I think having big jumps here are fine, but comparatively, these should still be smaller than the ones you use in Kiai. Please don't buff the Kiai jumps tho xP.
  3. 01:49:840 (2,4) - Are there even 1/4's here? Applies to a lot of thse 5x streams you use. The blue ticks are nearly inaudible.
  4. 02:05:598 (2,3,1,2) - This doesn't flow very well for me...
  5. 02:08:547 (4) - I would take these out and instead map a jump between 02:08:463 (3,5) - . Triplets work, but making it a 5x stream makes the snare on 5 less impactful. If you did a triplet + jump you could emphasize it a lot better.
  6. 02:37:452 (1,2,3,4) - This should be spaced lower, following your stream pattern. Or at least, spaced less than 02:37:789 (1,2,3,4) - because this set is where the notes are the highest pitch, so having the highest spacing here works best.
  7. 02:54:137 (2,3,1,2) - I don't really like the sharp angle you have to turn from 2>3 in order to play the stream. 02:55:317 (1,2,3) - This is much better though!
  8. 04:11:160 (2,3) - I think a rhythm like this is more appropriate:
    ~
  9. 05:09:811 (1,2,1) - etc... man these are pretty cool.
  10. 05:22:115 (1,2,1,2,1,2) - Ehh i didn't like these though. They're all stacked but its kinda awkward to play them for me. I much preferred the patterns which involved jumps and movement. Like this pattern is so different from 05:23:295 (1,2,1,2) - while your other sliders prior usually all involve the same pattern and movement being repeated.
I think you could have paid more attention to kicks and snares at certain parts. Examples: 02:56:665 (1,2,3) - 02:59:362 (1,2,3) - 03:00:036 (3,4,5) - 05:49:250 (1,2,3) - 05:54:643 (1,2,3) - etc... The way you map some of these jumps it seems like you go "this drum is loud, lets map a jump " and "this drum is normal/soft, so we'll use normal spacing". You could be more thorough with your spacing concept.

Good luck!
Topic Starter
Yauxo

Yauxo wrote: 71584y

Randomly ing in again, I know you dont like me, but I care about the map.

With all that BN and QAT drama just around the corner, I'd say that "I wont change the difficulty" will result in "That didnt adress the problem mentioned in the first DQ post -> DQ #2" and will probably circle somewhere around that point. Ive seen that youve changed some things, but some of the unnecessay fullscreen jumps are still to be found in the diff.

To the qualifying BN; Make double-sure that it meets your quality standard. This is a double-edged sword, really.
It's a little silly that you think I don't like you. I may sound so when I disagree with opinions, but that's not true. I'm actually very grateful that you gave your opinion about some things and that you're trying to help with my map.
Also, I think the dq was also aimed to make this into a discusion and some people agreed with irre some didn't, and I still think dqing the map only because of the difficulty is not right.
Would be grateful if you could point out those unnecessary jumps, because I think in most places they can be justified. Even though, I know I actually made a few errors with spacing that were mentioned in the dq post. I might have missed some idk.
monstrata

monstrata wrote: 4335o

[No Eescape]

  1. 01:17:564 (4,5,6) - I can understand your jump from 4>5 but not 5>6. You map an equally large distanced jump to something that is barely audible in the music xP. it was mainly since I wanted to emphasize 01:18:238 (1) - but changed anyway.
  2. 01:24:811 (1,2,3,4,5,6,7,8,9,10,11) - These are overdone not because they are too big, bit because this section is quite calm compared to the Kiai right before it. By using jumps this big so early on, it makes the Kiai feel less intense. I think having big jumps here are fine, but comparatively, these should still be smaller than the ones you use in Kiai. Please don't buff the Kiai jumps tho xP. Well I'm tired of people complaining about these so I'll change them rip. I still felt it was stronger than anything in this song so it had this kind of spacing.
  3. 01:49:840 (2,4) - Are there even 1/4's here? Applies to a lot of thse 5x streams you use. The blue ticks are nearly inaudible. They are audible tho, I don't want to change such things since it's a lot of what dnb maps are based on and they fit extremely well imo.
  4. 02:05:598 (2,3,1,2) - This doesn't flow very well for me... idk I don't really see the problem. The slider follows the same direction as the note before and the angle isn't that bad either.
  5. 02:08:547 (4) - I would take these out and instead map a jump between 02:08:463 (3,5) - . Triplets work, but making it a 5x stream makes the snare on 5 less impactful. If you did a triplet + jump you could emphasize it a lot better. I see what you're getting at but my intention was to have the snare thing as the last stream note and I really liked how it went. Also don't want to randomly cut off the obvious stream which is the only thing that you can listen to at this point.
  6. 02:37:452 (1,2,3,4) - This should be spaced lower, following your stream pattern. Or at least, spaced less than 02:37:789 (1,2,3,4) - because this set is where the notes are the highest pitch, so having the highest spacing here works best. Well the stream patern is actually longer since there's two times where 02:37:452 (1,2,3,4,1,2,3,4) - 02:42:845 (1,2,3,4,1,2,3,4) - this kind of pitch repeats and imo 02:37:789 (1,2,3,4) - is higher pitched than 02:37:452 (1,2,3,4) - so it's more spaced
  7. 02:54:137 (2,3,1,2) - I don't really like the sharp angle you have to turn from 2>3 in order to play the stream. 02:55:317 (1,2,3) - This is much better though! sure
  8. 04:11:160 (2,3) - I think a rhythm like this is more appropriate: I tried to follow vocals there but I guess it's better to follow the thing you gave ok
  9. 05:09:811 (1,2,1) - etc... man these are pretty cool. thank
  10. 05:22:115 (1,2,1,2,1,2) - Ehh i didn't like these though. They're all stacked but its kinda awkward to play them for me. I much preferred the patterns which involved jumps and movement. Like this pattern is so different from 05:23:295 (1,2,1,2) - while your other sliders prior usually all involve the same pattern and movement being repeated. Point made
I think you could have paid more attention to kicks and snares at certain parts. Examples: 02:56:665 (1,2,3) - 02:59:362 (1,2,3) - 03:00:036 (3,4,5) - 05:49:250 (1,2,3) - 05:54:643 (1,2,3) - etc... The way you map some of these jumps it seems like you go "this drum is loud, lets map a jump " and "this drum is normal/soft, so we'll use normal spacing". You could be more thorough with your spacing concept. Well I actually did try to make the kick and snare thing more spaced where the bass is stronger, but in some places it just felt too much compared to the other patterns so the spacing stayed rather similar in some places

Good luck!

Thank you!
I'm not really a fan of the new pre-Kiai jumps. Firstly, they feel much too easy considering that it is all drums here. This should put it miles ahead of 01:22:283 (1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8) - in of difficulty. Secondly, it's lost the authentic side to side movement which you've kept throughout the mentioned jump section. In my opinion, I suggest nerfing the mentioned section above, then making the pre-Kiai jumps larger, while keeping it in line with monstrata's mod. Where I suggest lowering spacing would be 01:24:137 (4,5,6,7) - this stack and circle. To me, the intensity doesn't get too high in comparison to the jumps emphasis. What I mean is there's a lot of spacing increase, for a little bit of intensity increase. The drum pre-Kiai jumps are well-spaced, but I really would love to see the side-to-side motion again. It was unique, and it's a bit of a shame seeing it removed.

That's my opinion on the change. Good luck C:
Topic Starter
uhh it was really painful to remove them yes, I'll see if I can bring them back according to your suggestion. Thanks!
Some things will probably overlap with that I've said in my mod and some things might sound weird. It's christmas eve here, my english and explaining might have taken a hit today. I'll list some major examples of what my spacing problem is about so that I dont have to pick every single pattern out of that map. I think this would be disrespectful as well. See these as general examples you could apply to any similar pattern.

Section from 00:39:137 (1) - to 00:43:351 (2) -
I can see that you want to the song getting "louder" (I guess less quiet) and rightfully so, but comparing the spacing from Part A (quiet) to Part B (not-so-quiet) doesnt feel right to me.

- Part A uses a pretty low and even spacing with expections for patterns like 00:29:699 (1,2,3,4,5,6,7) -, which is totally fine though! The spacing fits the difficulty and song intensity very well, so there are no complaints here.
- Part B on the other hand literally jumps up the difficulty curve and introduces a 3/1 jumping section, peaking at x3,5 DS for a very similar type of beat like the previous, just being a little bit louder with additional bass here and there.

If Part A's general DS would be 1.0, Part B's should be around 1.3 to 1.5 - it currently feels more like a 2.0 or higher.

Section from 01:22:283 (1) - to 01:26:328 (1) -
What buggs me here is that the difficulty of the song starts to ramp up even before the actual speed/intensity/whatever change happens.

01:22:283 (1) - to 01:24:643 (8) - still feels like it'd belong to the part before that (which had lots of patterned spacing like 01:17:733 (5,6,7,8,9,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1) - ). Again, I can see the intention behind this, but I dont think that this much spacing is jusified with the previous part in mind.
01:24:811 (1) - to 01:26:160 (10) - Glad that it was nerfed a bit so that it's not full on fullscreen jumps anymore. While it does fit to the intensity of the current buildup, I'd lower this one a little bit as well if you were to change the things mentioned above. It's strong, yes, but it's not the end of a kiai.

Part 01:30:036 (8,9,10,1,2,3) - and similar (Kiai stuff)
So, these happen many times throughout the map, so Im not sure if what I say is even valid. For me though, they're too spaced.

Im having lots of trouble pointing the finger at specific patterns because, theoretically, every single one of these patterns is consistent with a different pattern that meets the same issue. If I were to point out pattern x and ask for a less spaced version, then pattern y would be overspaced in comparison. Rinse repeat, every changed pattern is overspaced compared to the previous one.
It's like as if youre in a sandcastle building competition. One guy builds a huge one and everyone tried to build a better and higher one - until everyone's castle breaks down. wat

I feel like stuff like the following examples could be toned down by at least a tiny bit, as some of them just feel like basic* beats/notes. Maybe this would help to lower the general spacing a little bit, too.

01:27:845 (2,3) -
01:30:036 (8,9,10,1,2,3) -
01:33:238 (2,1) -
01:35:261 (6,7) -
01:35:767 (1,2,1) -
01:37:958 (6,7,8) -
01:41:665 (1,2,3,4) -
01:43:856 (1,2,1) -
01:46:047 (5,6) -
01:46:553 (1,2,1) -
01:49:081 (5,6,1,2,3) -
01:51:946 (1,2,3) -
01:54:643 (1,2,1) -
01:57:340 (1,2,1) -
02:02:227 (5,6,7,1,2,3) -
02:04:924 (5,6) -

On the other hand I'd like to point out patterns that I really like, spacing wise. I could see the map being mapped like this (if used correctly)

01:29:531 (3,4,5,6,7,8) -
01:31:553 (7,8,1,2,3,4,5,6,7) -
01:34:418 (1,2,3,4,5) -
01:39:474 (4,5,1) -
01:42:845 (2,3,4,5) -
01:46:890 (1,2,3,4,1) -
01:49:755 (1,2,3,4,5,6,1) -
01:53:632 (2,3,4,5,6,7,8,9,10,1) -
01:55:654 (4,1,2,3,4,5) -
01:58:351 (4,1,2,3,4,5,6,7) -
02:03:238 (1,2,3,4,5,1,2) -
02:06:778 (1,2,3,4,5,6,7,1,1,2,3,4,5,1,2,3,4,5,1,2,3,4,1,2,1,2,1,2) -

So, if you were to adjust the "wrong" spaced objects to be "right" spaced objects, I'd probably be happy already.

(*Basic: Things you'd map as a "normal spaced" object in a very standard/meta Insane (no very strong bass/beat, no streamy sounds, etc.) (I hope this makes sense))

I also think that things like 03:01:722 (5,6,1,2,3) - dont feel too good either. Right now, there's tons of movement everywhere with these huge jumps, so (5 and 6) are comparably tiny and have "no" movement to add to the map.

If we were to talk about consistency, the movement should probably go (Fast) (Fast) (Less Fast) (Somewhat Slow) (Less Fast) (Fast) (Fast), while patterns like these are (Fast) (Fast) (Fast) (Slow) (Fast) (Fast) (Fast).

I feel stupid/like a kid explaining things like this, but I dont know how to do it otherwise. Sorry lol

Anyway, I hope that this helps a little bit.
It feels like Im just trying to kill the difficulty of this map. Maybe Im just a guy that dislikes extremely spaced maps, sorry.
Topic Starter

Yauxo wrote: 71584y

Some things will probably overlap with that I've said in my mod and some things might sound weird. It's christmas eve here, my english and explaining might have taken a hit today. I'll list some major examples of what my spacing problem is about so that I dont have to pick every single pattern out of that map. I think this would be disrespectful as well. See these as general examples you could apply to any similar pattern.

Section from 00:39:137 (1) - to 00:43:351 (2) -
I can see that you want to the song getting "louder" (I guess less quiet) and rightfully so, but comparing the spacing from Part A (quiet) to Part B (not-so-quiet) doesnt feel right to me.

- Part A uses a pretty low and even spacing with expections for patterns like 00:29:699 (1,2,3,4,5,6,7) -, which is totally fine though! The spacing fits the difficulty and song intensity very well, so there are no complaints here.
- Part B on the other hand literally jumps up the difficulty curve and introduces a 3/1 jumping section, peaking at x3,5 DS for a very similar type of beat like the previous, just being a little bit louder with additional bass here and there.

If Part A's general DS would be 1.0, Part B's should be around 1.3 to 1.5 - it currently feels more like a 2.0 or higher.

Section from 01:22:283 (1) - to 01:26:328 (1) -
What buggs me here is that the difficulty of the song starts to ramp up even before the actual speed/intensity/whatever change happens.

01:22:283 (1) - to 01:24:643 (8) - still feels like it'd belong to the part before that (which had lots of patterned spacing like 01:17:733 (5,6,7,8,9,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1) - ). Again, I can see the intention behind this, but I dont think that this much spacing is jusified with the previous part in mind.
01:24:811 (1) - to 01:26:160 (10) - Glad that it was nerfed a bit so that it's not full on fullscreen jumps anymore. While it does fit to the intensity of the current buildup, I'd lower this one a little bit as well if you were to change the things mentioned above. It's strong, yes, but it's not the end of a kiai.

Part 01:30:036 (8,9,10,1,2,3) - and similar (Kiai stuff)
So, these happen many times throughout the map, so Im not sure if what I say is even valid. For me though, they're too spaced.

Im having lots of trouble pointing the finger at specific patterns because, theoretically, every single one of these patterns is consistent with a different pattern that meets the same issue. If I were to point out pattern x and ask for a less spaced version, then pattern y would be overspaced in comparison. Rinse repeat, every changed pattern is overspaced compared to the previous one.
It's like as if youre in a sandcastle building competition. One guy builds a huge one and everyone tried to build a better and higher one - until everyone's castle breaks down. wat

I feel like stuff like the following examples could be toned down by at least a tiny bit, as some of them just feel like basic* beats/notes. Maybe this would help to lower the general spacing a little bit, too.

01:27:845 (2,3) -
01:30:036 (8,9,10,1,2,3) -
01:33:238 (2,1) -
01:35:261 (6,7) -
01:35:767 (1,2,1) -
01:37:958 (6,7,8) -
01:41:665 (1,2,3,4) -
01:43:856 (1,2,1) -
01:46:047 (5,6) -
01:46:553 (1,2,1) -
01:49:081 (5,6,1,2,3) -
01:51:946 (1,2,3) -
01:54:643 (1,2,1) -
01:57:340 (1,2,1) -
02:02:227 (5,6,7,1,2,3) -
02:04:924 (5,6) -

On the other hand I'd like to point out patterns that I really like, spacing wise. I could see the map being mapped like this (if used correctly)

01:29:531 (3,4,5,6,7,8) -
01:31:553 (7,8,1,2,3,4,5,6,7) -
01:34:418 (1,2,3,4,5) -
01:39:474 (4,5,1) -
01:42:845 (2,3,4,5) -
01:46:890 (1,2,3,4,1) -
01:49:755 (1,2,3,4,5,6,1) -
01:53:632 (2,3,4,5,6,7,8,9,10,1) -
01:55:654 (4,1,2,3,4,5) -
01:58:351 (4,1,2,3,4,5,6,7) -
02:03:238 (1,2,3,4,5,1,2) -
02:06:778 (1,2,3,4,5,6,7,1,1,2,3,4,5,1,2,3,4,5,1,2,3,4,1,2,1,2,1,2) -

So, if you were to adjust the "wrong" spaced objects to be "right" spaced objects, I'd probably be happy already.

(*Basic: Things you'd map as a "normal spaced" object in a very standard/meta Insane (no very strong bass/beat, no streamy sounds, etc.) (I hope this makes sense))

I also think that things like 03:01:722 (5,6,1,2,3) - dont feel too good either. Right now, there's tons of movement everywhere with these huge jumps, so (5 and 6) are comparably tiny and have "no" movement to add to the map.

If we were to talk about consistency, the movement should probably go (Fast) (Fast) (Less Fast) (Somewhat Slow) (Less Fast) (Fast) (Fast), while patterns like these are (Fast) (Fast) (Fast) (Slow) (Fast) (Fast) (Fast).

I feel stupid/like a kid explaining things like this, but I dont know how to do it otherwise. Sorry lol

Anyway, I hope that this helps a little bit.
It feels like Im just trying to kill the difficulty of this map. Maybe Im just a guy that dislikes extremely spaced maps, sorry.

Adjusted spacing in some parts. However, places in the kiai like 01:33:070 (1) - 01:43:856 (1) - feel stronger too me than 01:27:677 (1) - 01:38:463 (1) - etc so spaced them a little more. 01:49:081 (5,6,1,2,3) - these things also gonna keep, cause feels strong aswell. Regarding the big - small - big jump thing also gonna keep it like that since that's just how the music is. I would understand it would be pure cancer if they flowed kinda linear but sharp angles play much easier with such things.
Thanks!
M4M Return

I'm kind of impressed with the map after playing throughout the song, the last kiai did good job, disappointed at first for high AR usage though.

There are 2 things that I don't like in the song and deem to be unfitting with the pacing of the diff, hope you consider changing them a bit along with your taste and such

- spaced triples: 01:49:081 (5,6,1) - , 03:15:373 (5,6,1) - , 04:41:665 (5,6,1) - and 06:07:958 (4,5,1) - I can't find them fitting with the song at all and to be honest, they are annoying to play in practice so is it done in favor of having more pp? if not, you could change to a triple stack or use less-spaced triples instead.

- 02:10:823 (1,2) - this is kind of surprising to read for the first time, trying to introduce this by having proper spacing at the 1st 2 sliders and then leave the rest the same? proper spacing that I mean is just only using ctrl+g on 02:10:823 (1) - and everything else is done, just make it close spacing to show players it's sliders on 1/4 not constant 1/2 like what have been done so far. When you compare this with 05:03:407 (1,2) - , it's more intuitive on 05:03:407 (1,2) - as they are mapped by curved slider and the direction is matched each other unlike 02:10:823(1,2) -

The rest looks great though, a challenging map to play that doesn't go beyond the song that far. Good luck for re-qualification and ranking :oops:
Topic Starter

FrostxE wrote: 6f5s6z

M4M Return

I'm kind of impressed with the map after playing throughout the song, the last kiai did good job, disappointed at first for high AR usage though. this ar feels comfortable to me personally for such map, it's not a farm map anyway so much rather let it be more forgiving

There are 2 things that I don't like in the song and deem to be unfitting with the pacing of the diff, hope you consider changing them a bit along with your taste and such

- spaced triples: 01:49:081 (5,6,1) - , 03:15:373 (5,6,1) - , 04:41:665 (5,6,1) - and 06:07:958 (4,5,1) - I can't find them fitting with the song at all and to be honest, they are annoying to play in practice so is it done in favor of having more pp? if not, you could change to a triple stack or use less-spaced triples instead. it's just intense there, but I guess the tripples can be less spaced, but they have to be emphasized since I mapped to the drums

- 02:10:823 (1,2) - this is kind of surprising to read for the first time, trying to introduce this by having proper spacing at the 1st 2 sliders and then leave the rest the same? proper spacing that I mean is just only using ctrl+g on 02:10:823 (1) - and everything else is done, just make it close spacing to show players it's sliders on 1/4 not constant 1/2 like what have been done so far. When you compare this with 05:03:407 (1,2) - , it's more intuitive on 05:03:407 (1,2) - as they are mapped by curved slider and the direction is matched each other unlike 02:10:823(1,2) - changed that part a little to make it play easier and yeah less spacing on first few sliders

The rest looks great though, a challenging map to play that doesn't go beyond the song that far. Good luck for re-qualification and ranking :oops:
Thank you!
Back to #1
Wtf DahplA!?

Ppuskalin wrote: 445a5s

Wtf DahplA!?

C:
I Will Shoot One Star For This

btw i never will shoot 60 stars like dahpla
Topic Starter
thanks! I'm still waiting for a bubble man and someone with a flame thrower ėėėė
M4M, sorry for delay
[No Escape]
  1. 00:27:002 (1,2,3) - The difference of the jump is too big for me, consider moving 00:27:340 (3,4,5) higher
  2. 01:26:328 (1,2,3,4) - The jump isn't really need with the soft music
  3. 01:28:014 (3,1) - The jump here looks weird imo after hitting a triangle 01:27:677 (1,2,3), try something like this:
    eg
    Don't forget to adjust the spacing behind
  4. 01:33:407 (1) - Remove the NC, also the jump is large too large even though there is drum, compare to other parts
  5. 01:33:913 (2,3) - 01:35:935 (2,1) - 01:44:025 (2,1) - 01:48:238 (2,1) - ^
  6. 01:49:250 (1,2,3) - yea jumps like this is still overdone for me

I am sorry that I can't push this map forward.
Although i don't have this map before the 1st qualified, though I still think some of the jumps are overdone and unexpected to be that large, didn't point out all in the mod, but yea if you know what I mean, it mostly appears in the kiai time, not absolutely unacceptable, but somehow it isn't in my style. However you mapped streams with various spacing nicely.
And sorry about it again, anyway, feel to find me if you any questions, try to find other BNs as well, they may favour in this style and help you pushing it forward
Good luck!
Just a suggestion to make it look cooler and its a minor detail.

01:06:104 (1,2) - Make these curved to have it match the rest of that part.

But anyway its a really good map! I hope this gets ranked. Have a nice day.
Topic Starter

Chaoslitz wrote: pq5n

M4M, sorry for delay
[No Escape]
  1. 00:27:002 (1,2,3) - The difference of the jump is too big for me, consider moving 00:27:340 (3,4,5) higher stronger than the rest, it wouldn't be emhasized if I reduced the spacing
  2. 01:26:328 (1,2,3,4) - The jump isn't really need with the soft music not really a jump, because it comes from slider. it's almost the same as having it as 1/2 gap since it's so close
  3. 01:28:014 (3,1) - The jump here looks weird imo after hitting a triangle 01:27:677 (1,2,3), try something like this: seems fine to me, I'm kind of using similar patern here with blanketing, if you mean the angle it still plays fine
    eg
    Don't forget to adjust the spacing behind
  4. 01:33:407 (1) - Remove the NC, also the jump is large too large even though there is drum, compare to other parts the nc follows the 1-2-3 patern, but since it's a slider, I NCed it instead of the note after, so that some bursts that start on blue tick don't get NCed 01:44:193 (1,2) - etc. Regarding spacing these sections are spaced more than the rest because the song is more intense here
  5. 01:33:913 (2,3) - 01:35:935 (2,1) - 01:44:025 (2,1) - 01:48:238 (2,1) - ^
  6. 01:49:250 (1,2,3) - yea jumps like this is still overdone for me it should be the hardest part in kiai imo

I am sorry that I can't push this map forward.
Although i don't have this map before the 1st qualified, though I still think some of the jumps are overdone and unexpected to be that large, didn't point out all in the mod, but yea if you know what I mean, it mostly appears in the kiai time, not absolutely unacceptable, but somehow it isn't in my style. However you mapped streams with various spacing nicely. It can be easier, but it can be harder too. I think the spacing is consistent enough. First I tried to map it mainly to the drums, but after some mods I thought of including the intensity of the bass aswell. So some sections that seem overspaced are just following the more intense bass with the help of drums.
And sorry about it again, anyway, feel to find me if you any questions, try to find other BNs as well, they may favour in this style and help you pushing it forward Before qualify finding BNs wasn't that difficult. Now it's pretty much impossible considering I already had a lot of BNs involved so very few remain.
Good luck!
Thanks! Sorry, for not applying anything, but your opinion is still appreciated and I will consider it.

Biggy wrote: 573z3s

Just a suggestion to make it look cooler and its a minor detail.
01:06:104 (1,2) - Make these curved to have it match the rest of that part. I'm kind of doing another thing here with starting with a few straight sliders then in the middle curved sliders and also end with straight sliders
But anyway its a really good map! I hope this gets ranked. Have a nice day.
Thank you, I hope so too xd

DahplA wtf
DahplA is just like

a star farmer

Underforest wrote: z1x4a

DahplA is just like

a star farmer
Hehe
Congratulations! You were the best stalker by posting 36 seconds after opening my queue!

You won .............. a mod!

General 562g1w


* o

Expert 3w2159


* OD9.5 = overkill imo. You don't need such high OD in my point of view... I can see myself getting 99% in the beginning and then because of stamina getting like 85% acc towards the end. Nor is this a special case of 'notelock', this is not a Mazzerin map with high BPM lol.
* 00:30:373 (5,6) - Don't see why this is so large? Literally nothing special at (6), and really takes away the emphasis on (7) after this, because (5,6) is already large.
* 00:40:149 (8,9,10,1,2) - Gotta find these almost straight lines a bit unconmfortable when they are not straight (it looks like a mistake, rather than intentional) and not consistent in spacing.
* 01:06:104 (1) - NC spam in this whole section is -kinda- really unneeded >_>
* 01:18:744 (2) - Literally, the emphasis of the whole intro was mainly on the vocals. Why skip these now?
* 01:39:137 (2) - CTRL+G? (2,3) plays awkwardly now due to antiflow.
* 01:52:283 (3,1,2,3,4,5) - Would move 3 upwards. Your map seems to be mostly freestyle and being restricted to the same (straight) area is really uncomfortable & sudden, when 99% of the kiai is fully freestyle with many jumps & curved sliders ...
* 02:10:823 (1) - 05:03:407 (1) - gotta say these slider spam parts are pretty cool /w\
* 02:37:705 (4,1) - That ongoing loud beat pattern is gone and the section is slowly getting calmer, let's put a stream jump here!!! what ehh..?? (this is very different than for example 02:43:097 (4,1) - , where it goes from calm -> original again. even at a similar part 02:37:705 (4,1) - you just keep DS)
* 04:31:722 (2) - Spacing is a bit too large here to do this antiflow kickslider pattern imo. You seem to do this quite often tho... but maybe try this? http://puu.sh/n1A5q/57e6a43faa.jpg
* 04:40:486 (1,1) - Spam not needed.
* 05:35:598 (3,4,1) - From your description, I think you mean this? Maybe I interpreted it wrongly, but I still think stuff like this should be avoided. I'm definitely NOT against spaced stuff; the thing is however, that this is the first real time you did stuff like this.... in the 5th minute of the song. If you're going to do spaced 1/4 or overall gimmicky stuff, better do it consistently throughout the whole map, or else it's just a mess ._.

Yeah, I've testplayed one of your previous maps before. I think I have the same idea as Chaoslitz. I don't really feel like iconing this map. While there are many interesting elements in your map, to me it sometimes feels just a tad overdone overall and a bit too insane for my likings. Maybe you can convince me otherwise after applying this mod, but maybe not >_>

Good luck for now and have fun!
Topic Starter

appleeaterx wrote: z2r5k

Congratulations! You were the best stalker by posting 36 seconds after opening my queue! big fan

You won .............. a mod!

lots of red text

:idea: General 1y5x6b


* o

Expert 3w2159


* OD9.5 = overkill imo. You don't need such high OD in my point of view... I can see myself getting 99% in the beginning and then because of stamina getting like 85% acc towards the end. Nor is this a special case of 'notelock', this is not a Mazzerin map with high BPM lol. As said before, this song is easy rhythm wise and it's pretty high difficulty so having it the same as 5 star DnB map would be silly imo.
* 00:30:373 (5,6) - Don't see why this is so large? Literally nothing special at (6), and really takes away the emphasis on (7) after this, because (5,6) is already large. I wouldn't it call it large tbh it's just a tiny wee bit larger than other ones, I really don't think it's a big deal. The snare is still spaced more. The whole map is mainly based on the drum on red tick and snare on white tick after, so I also used it in the beginning in some places like 00:27:845 (6,7) - aswell
* 00:40:149 (8,9,10,1,2) - Gotta find these almost straight lines a bit unconmfortable when they are not straight (it looks like a mistake, rather than intentional) and not consistent in spacing. The stack resets the movement so the linear movement doesn't really mean anything here, especially when it's right next to the stack.
* 01:06:104 (1) - NC spam in this whole section is -kinda- really unneeded >_> why not? I think it seperates the paterns pretty nicely
* 01:18:744 (2) - Literally, the emphasis of the whole intro was mainly on the vocals. Why skip these now? 01:16:890 (1) - from here I start mapping to drums and other stuff as indicated with hitsounds
* 01:39:137 (2) - CTRL+G? (2,3) plays awkwardly now due to antiflow. It plays better how it is, if you play the sliders as circles. If ctrl g that, then the clickable slider will be too high and uncomfortable imo. The spacing gets messed up a bit too
* 01:52:283 (3,1,2,3,4,5) - Would move 3 upwards. Your map seems to be mostly freestyle and being restricted to the same (straight) area is really uncomfortable & sudden, when 99% of the kiai is fully freestyle with many jumps & curved sliders ... if anything I'd move not the 3 but the burst a bit up like 01:49:587 (3,1,2,3,4,5) - but this so minor that kill me, Ill change it if I convince you to bubble this somehow xd.
* 02:10:823 (1) - 05:03:407 (1) - gotta say these slider spam parts are pretty cool /w\ tbh some people like this thing the most and some people hate the most :D
* 02:37:705 (4,1) - That ongoing loud beat pattern is gone and the section is slowly getting calmer, let's put a stream jump here!!! what ehh..?? (this is very different than for example 02:43:097 (4,1) - , where it goes from calm -> original again. even at a similar part 02:37:705 (4,1) - you just keep DS) maybe I'm deaf but 02:42:845 (1,2,3,4,1,2,3,4) - and 02:37:452 (1,2,3,4,1,2,3,4) - sound identically to me when the stream jump note hits the highest pitch
* 04:31:722 (2) - Spacing is a bit too large here to do this antiflow kickslider pattern imo. You seem to do this quite often tho... but maybe try this? http://puu.sh/n1A5q/57e6a43faa.jpg Same applies here too. I don't want the player to play this patern in a circular way and want to him to just click the slider and ignore it's direction looks cool too Spacing wise, it doesn't extend the spacing I use for most kiais so it's fine.
* 04:40:486 (1,1) - Spam not needed. 04:41:160 - nc intended here but that's impossible so it's like that. Same applies at 03:14:868 -
* 05:35:598 (3,4,1) - From your description, I think you mean this? Maybe I interpreted it wrongly, but I still think stuff like this should be avoided. I'm definitely NOT against spaced stuff; the thing is however, that this is the first real time you did stuff like this.... in the 5th minute of the song. If you're going to do spaced 1/4 or overall gimmicky stuff, better do it consistently throughout the whole map, or else it's just a mess ._. This section is one of the easiest tho. People mostly complained about the overall spacing of kiais and stuff but it already got really nerfed I just can't nerf it more than it is or it's completely something not I had in mind when mapping this... Regarding the mentioned patern it's the same way emphasized as in the previous streams like 02:37:705 (4,1) - 02:43:097 (4,1) - 05:30:205 (3,4,1) - . I think it really fits
Yeah, I've testplayed one of your previous maps before. I think I have the same idea as Chaoslitz. I don't really feel like iconing this map. While there are many interesting elements in your map, to me it sometimes feels just a tad overdone overall and a bit too insane for my likings. Maybe you can convince me otherwise after applying this mod, but maybe not >_> There was already a discussion about the general spacing of this map and I still believe that scaling the map by 0.8x or something doesn't improve it's quality at all, but only reduces the difficulty of it.

Good luck for now and have fun!
Thanks for the mod! well if you could only not block private messages I'd discuss it further and maybe we could decide on something ^^
good luck friend
Topic Starter
yeah that's something I will really need, thanks mate
Good luck man .. Wish u all the best xD
DahplA plz .. those stars LOL
-00:43:351 (2,3) - nuu still dont jump ;( maybe something like this http://puu.sh/ngJd7/b521f5c1da.jpg ?
-01:06:104 - didnt find much sense to silience the slider ends when there are mapping a clear beat uhhh even 20% may do what you want but better, also how loud those whistles are, is annoyingx d maybe using 40% or less do better
-03:02:396 (3,6) - http://puu.sh/ngJRk/015ffeafd5.jpg triggers me, dunno why
-03:34:081 (5,6,1) - weird that you have these 3 notes in the same line when you jump pretty much every downbeat uhhh
-04:21:104 (4) - x050y350 ~~-triggers me, dunno why
-04:36:778 (3,1,2,3,4) - dont u think this straight flow is kinda awkward? your flow is usually pretty smooth and freely, but here is kinda eh i think
-04:46:216 (3,4,5,6,7,8) - especially here, where it's stack-triple-jump!, weird i'd say
-05:03:070 (1,2,1,2) - myaesthetics http://puu.sh/ngKFY/7b8f883586.jpg
gooood song
im ok with the map, so ya i can 2nd i guess

Milan- wrote: 3y4v2k

im ok with the map, so ya i can 2nd i guess
Guys.






It's hapenning
Topic Starter

Milan- wrote: 3y4v2k

-00:43:351 (2,3) - nuu still dont jump ;( maybe something like this http://puu.sh/ngJd7/b521f5c1da.jpg ? I think it was ok cuz it was really strong, but this is good too so... sure.
-01:06:104 - didnt find much sense to silience the slider ends when there are mapping a clear beat uhhh even 20% may do what you want but better, also how loud those whistles are, is annoyingx d maybe using 40% or less do better agreed, they were meant for the slider ticks but ye I'll just make the slider ends audible. oh and changed to drum addition instead of soft
-03:02:396 (3,6) - http://puu.sh/ngJRk/015ffeafd5.jpg triggers me, dunno why h ok stacked the 5 on 6 aswell then
-03:34:081 (5,6,1) - weird that you have these 3 notes in the same line when you jump pretty much every downbeat uhhh ok fixed it to go like 03:31:553 (9,1,2,3,1,2,3) -
-04:21:104 (4) - x050y350 ~~-triggers me, dunno why I hope you mean 250 350 lol, but anyway want to keep the absoulute spacing thing so moved it a bit different along with 04:21:272 (5) -
-04:36:778 (3,1,2,3,4) - dont u think this straight flow is kinda awkward? your flow is usually pretty smooth and freely, but here is kinda eh i think it's cuz of the stack the movement is reset so it doesn't matter if line or not imo
-04:46:216 (3,4,5,6,7,8) - especially here, where it's stack-triple-jump!, weird i'd say same
-05:03:070 (1,2,1,2) - myaesthetics http://puu.sh/ngKFY/7b8f883586.jpg tried something different
gooood song I don't map bad songs for rank ol
im ok with the map, so ya i can 2nd i guess what DahplA said
changed the first stream a bit and few things from previous mods too

Thanks! <3
Yo,

[No Kudosu]
  1. 00:28:014 (7,1) - I feel like this part really doesn't flow well for literally the smallest but still significant reason. All of your slider base combos have made use of "outward" flow, like 00:25:654 (1,2,3,4) - and 00:28:351 (1,2,3,4) - but these two sliders conflict this, since they both face the same way. Yeah I know, little thing right, but here is what I'd do.
  2. 00:44:531 (1) - This really just deserves to be placed in the middle. I don't see why it isn't since it belongs with 00:46:890 (1,1) -
  3. 01:19:924 (1,2,3,4,1) - Still kind of looks weird to have two parts curved, then one part abnormally straight o.O
  4. 01:34:081 (3) - I really dislike this, because it's more so to do with reading it (which in itself is hard) rather than the focus of jump skill.
  5. 01:39:137 (2) - The only time I'm going to suggest Ctrl+G to improve flow. Also works well with 01:39:137 (2,1,2,3) -
  6. 05:30:205 (3,4,1) - Really weird curve shape.
  7. 06:28:351 (1,1,1,1) - Could definitely be more creative.
The last thing I'll say is that from 02:10:823 - onwards, regarding the slider spam and streams, is that it could look much better. The second part looked great probably because the sliders looked more uniform in position and the extra kick sliders in the streams fit really well.

Anyways, don't let my 60 (plus a couple more when this is done) Kudosu go to waste C:
Topic Starter

DahplA wrote: 144e

Yo,

[No Kudosu]
  1. 00:28:014 (7,1) - I feel like this part really doesn't flow well for literally the smallest but still significant reason. All of your slider base combos have made use of "outward" flow, like 00:25:654 (1,2,3,4) - and 00:28:351 (1,2,3,4) - but these two sliders conflict this, since they both face the same way. Yeah I know, little thing right, but here is what I'd do. did something different
  2. 00:44:531 (1) - This really just deserves to be placed in the middle. I don't see why it isn't since it belongs with 00:46:890 (1,1) - not really, the following circles are in the middle because it's easier to hit them after spinning in the middle
  3. 01:19:924 (1,2,3,4,1) - Still kind of looks weird to have two parts curved, then one part abnormally straight o.O tried something
  4. 01:34:081 (3) - I really dislike this, because it's more so to do with reading it (which in itself is hard) rather than the focus of jump skill. I don't think it's hard to read since the slider head is completely visible and only the slider end overlaps which should influence reading minimally...
  5. 01:39:137 (2) - The only time I'm going to suggest Ctrl+G to improve flow. Also works well with 01:39:137 (2,1,2,3) - um ok, also moved it more down
  6. 05:30:205 (3,4,1) - Really weird curve shape. I dunno what's wrong with it lol
  7. 06:28:351 (1,1,1,1) - Could definitely be more creative. what did I just create...
The last thing I'll say is that from 02:10:823 - onwards, regarding the slider spam and streams, is that it could look much better. The second part looked great probably because the sliders looked more uniform in position and the extra kick sliders in the streams fit really well. changed the stream part kept the slider part only ctrl g at some places
Anyways, don't let my 60 (plus a couple more when this is done) Kudosu go to waste C: no pressure
thanks again

@Milan- make sure to recheck first stream if it's ok with you
Holy fuck the streams are so much better. Great job man.
*/me waits the bubble 2*
no kd, just some minor stuff I noticed while playing through the map since apparently I have it from when it was qualified and f2'd it
ar9.5 just feels a bit too high for how dense/slow the map is and that's me saying this as someone who plays lots of ar8 dt
=> played the map at 9.2 instead and that felt totally fine, so maybe you could consider 9.2 or 9.3?
05:37:115 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - is the only pattern where 9.5 might help a little bit, but at least for me that still seemed fine on lowered ar
it just makes the mpa feel so "hectic"

02:43:014 (3,4,1) - and 02:48:238 (1,2,3,4,1) - would be nicer if spaced similarly since they sound pretty much the same/same for other part where this repeats (slightly lowering the first one and increasing the second onewould fit well, or just increasing the second one if you don't want to lower the spacing, lol)

also lowering the volume of the repeats for 02:48:576 (1,1) - and 05:41:160 (1,1) - would sound better imo
+adding some increasing volume timing points to the spinners afterwards would give those a nice effect

there was a stack that looked off while playing (might not even be noticeable at 9.5) => 04:22:115 (3,4,5) - it's not much but you can easily fix that :v
doesn't seem intentional as every other one of those seemed properly stacked during gameplay
sliderspam part is pretty fun to play even though second one was a bit more interesting

gl
Topic Starter

Lasse wrote: 4y3p20

no kd, just some minor stuff I noticed while playing through the map since apparently I have it from when it was qualified and f2'd it
ar9.5 just feels a bit too high for how dense/slow the map is and that's me saying this as someone who plays lots of ar8 dt
=> played the map at 9.2 instead and that felt totally fine, so maybe you could consider 9.2 or 9.3? 9.5
05:37:115 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - is the only pattern where 9.5 might help a little bit, but at least for me that still seemed fine on lowered ar
it just makes the mpa feel so "hectic" seems perfect for me tho, it just feels much easier to read the jumps and some streams, so keep. I'd actually raise it to 10 if I could lol, but ppl would complain too much so...

02:43:014 (3,4,1) - and 02:48:238 (1,2,3,4,1) - would be nicer if spaced similarly since they sound pretty much the same/same for other part where this repeats (slightly lowering the first one and increasing the second onewould fit well, or just increasing the second one if you don't want to lower the spacing, lol) if you listen more closely you'd notice that 02:48:576 (1) - etc is the part where it gets highest pitch aka where I used those spaced tripples, but the music calms down at that exact place, so it's like how it is. same with the other part

also lowering the volume of the repeats for 02:48:576 (1,1) - and 05:41:160 (1,1) - would sound better imo
+adding some increasing volume timing points to the spinners afterwards would give those a nice effect good point

there was a stack that looked off while playing (might not even be noticeable at 9.5) => 04:22:115 (3,4,5) - it's not much but you can easily fix that :v
doesn't seem intentional as every other one of those seemed properly stacked during gameplay yes
sliderspam part is pretty fun to play even though second one was a bit more interesting

gl
thanks!
06:28:351 (1) - zzz
also your normal hitfinish2 has a lot of unused track which increases the file size up to 1.x mb, in addition it's more audible on the left side which is quite annoying. try to find another oneplz unless you want to use this http://puu.sh/nmhFE/2756beb324.wav converted to mono and removed the extra thing at the end, doesnt sound too nice but uh up to you
I'm agree with Milan-, pls replace the finish xd

Also, OD9 is better imo
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