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Carach Angren - Once upon a Time... / There's No Place Like

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Topic Starter
TheKingHenry
This beatmap was submitted using in-game submission on 28. toukokuuta 2018 at 9:59:03

Artist: Carach Angren
Title: Once upon a Time... / There's No Place Like Home
Tags: symphonic black metal this is no fairytale horror story concept album
BPM: 110
Filesize: 11768kb
Play Time: 06:04
Difficulties Available:
  1. Hideous Fairytale (6,98 stars, 2633 notes)
Download: Carach Angren - Once upon a Time... / There's No Place Like Home
Information: Scores/Beatmap Listing
---------------
WARNING! 18+ MATURE CONTENT

Storytime #1


Check out their official lyrics video for this song (thanks to LMT for reminding me), though heed the above warning if you think of doing so
Metadata (updated as of 5/11/2018 so re-dl)
SaltyLucario
Hello, my part of M4M from your queue~
click me
[General]
  1. Delete "no" from tags since you using it already in title (idk if this matters, but anyways)
  2. 03:02:221 - 03:11:381 - I think you need another timing section here because these sounds off
  3. In background there's small logo in the corner and it looks really ugly ;; Here you have the same image without it
[Hideous Fairytale]
  1. Make this 7* pls
  2. 00:02:146 (2) - Maybe try place NC on these sliders? Even if they should be on beats, it feels that it fits better
  3. 00:08:691 (4,1) - Perhaps bigger spacing? Sound on 1 is very strong so it would give it better emphasize
  4. 00:13:532 (4,1) - Maybe stack?
  5. 00:29:419 (1) - Make the first curve more similar to 00:28:873 (1) - this one, would look more like continuation of it
  6. 00:39:782 (1) - 01:14:146 (4,1) - You place beginnings of sliders in this section on these uhh, violin sounds? idk, but anyways, on beginning of this slider there isn't any, so I don't see why it is there
  7. 00:45:237 (1,1) - Spacing is bigger than you used before
  8. 00:51:782 (1) - Unintended sampleset change..?
  9. 00:58:873 (1) - Sides of it aren't symetrical, fix
  10. 01:05:419 (4) - 01:11:964 (4) - 01:14:146 (4) - Previously each slider had NC, so why doesn't this have one? I know that they aren't on downbets, but fits better
  11. 01:05:964 (1) - Maybe Ctrl+J?
  12. 01:07:600 (1) - Rotate by 180 degrees and Ctrl+G?
  13. 01:08:146 (1) - This big curve could look better
  14. 01:13:055 (2,3) - Why you don't continue placing sliders?
  15. 01:15:237 (1) - Make it more like this?
  16. 01:23:964 (1) - Idk why, but I don't really like this shape
  17. 01:29:964 (1) - Make it slower
  18. 01:33:782 (1) - nazi Sides aren't symetrical, fix
  19. 01:51:688 (6,1) - Make bigger spacing for bigger emphasize
  20. 02:28:331 (5) - I don't hear any sound here in the music
  21. 02:33:545 (1,2,1,2,1,2,1,2) - Part is very intense, so maybe bigger spacing? Same for others in this section
  22. 02:44:688 (1) - You previous had that not very comfortable curve on NC's and this sound is same as these, so why here it's nice curve?
  23. 03:21:256 (4) - I see you previously used NC because there was tempo change, but it's very minor and I don't think anyone will feel it while playing, so maybe place NC here as well, so it will be fitting?
  24. 03:23:256 (1,2,3) - You have these objects placed in a straight line, but 03:23:828 (1,2,3) - these are placed in curved way. Make them both straight/curved?
  25. 03:35:828 (1,2,1,2,1,2) - This spacing is too small for me, maybe make slightly bigger?
  26. 03:57:113 (3,3,1) - Could triangle
  27. 03:57:613 (1,1,1,1) - Why they are ending on white ticks? They would fit vocal better when they would start on them, not on 1/4 ticks
  28. 05:07:688 (3) - Move more apart from 05:07:545 (2,1) - ? Same for 05:08:830 (5) -
  29. 05:34:688 (1,2,1,2) - Again, spacing feels to be too small between them
  30. 05:52:401 (1,2,3,4,5,6,7,8) - Circle would looks way more nicer than this oval
  31. 06:01:487 (1) - This slider feels that it starts too late, start it 1/8 tick faster maybe? Also, burst snapped to 1/8 would fit here too
Woah, awesome map! Your streams look so aweesoomeee >.< I wish you many luck to rank this~!
Topic Starter
TheKingHenry

SaltKing wrote:

Hello, my part of M4M from your queue~
click me
[General]
  1. Delete "no" from tags since you using it already in title (idk if this matters, but anyways) I have no idea if it matters, but since it's easy to remove I'll just let it stay for now until I know more (this way it's the name of the album so it doesn't trigger me lol)
  2. 03:02:221 - 03:11:381 - I think you need another timing section here because these sounds off I agree there are actually multiple places where the drums play too fast, but the large picture and BPM-line stays pretty constant so I've mapped only the most drastic changes which would clearly bother the player (basically those 1/2 tom hits) and I think it's the case here too, like at for example 03:04:972 - the timing's again pretty good. But agreed from that point on till the place you mentioned I guess it's distinctly off (especially the last hits) Added couple timing points, should still be not too confusing for the player
  3. In background there's small logo in the corner and it looks really ugly ;; Here you have the same image without it Lol TIL there was a logo there. Fixed
[Hideous Fairytale]
  1. Make this 7* pls Lol I don't see myself buffing this, maybe nerfing instead
  2. 00:02:146 (2) - Maybe try place NC on these sliders? Even if they should be on beats, it feels that it fits better Nah I prefer the current one, it emphasises better the feeling of those sounds being as if cause by the impact of the first note, rather than existing as important sounds themselves (fuck explaining what I wanted to say in english)
  3. 00:08:691 (4,1) - Perhaps bigger spacing? Sound on 1 is very strong so it would give it better emphasize It's only relatively strong compared to the rest of the (very) quiet sounds here. On larger scale it's still pretty damn quiet, and also it's 1/4 from the sliderend (take the lower bpm into consideration, even if it in this context would be as if halved of the "correct") I think the spacing is plenty enough. It also leaves more room for further increases for the constant build-up
  4. 00:13:532 (4,1) - Maybe stack? Not bad idea actually, but since it's rather unexcepted 1/8, I want it to stand out little more so player sees it further away and can react in time
  5. 00:29:419 (1) - Make the first curve more similar to 00:28:873 (1) - this one, would look more like continuation of it Easier said than done but tuned it slightly
  6. 00:39:782 (1) - 01:14:146 (4,1) - You place beginnings of sliders in this section on these uhh, violin sounds? idk, but anyways, on beginning of this slider there isn't any, so I don't see why it is there Uh I'm pretty sure there's beginning of new "violin" (pretty sure synthetizers in this one) sound there, it's just the same pitch lol. Nevertheless there are backing instrumental sounds anyways, so it makes more sense to have new objects instead of prolonging the current one too much. Compared to 00:58:873 (1) - for example, where there isn't change to new sound ,but rather distinct crescendo and diminuendo within a long sound, creating the illusion of new sound. Expressed with the slider shape
  7. 00:45:237 (1,1) - Spacing is bigger than you used before I'm pretty sure I did the whole slider sections with DS on, so it's most likely due SV changes. I might tidy things up if something bother me around these sections, but it's not really that necessary imo
  8. 00:51:782 (1) - Unintended sampleset change..? the fuck was that about lol. Thanks for noticing
  9. 00:58:873 (1) - Sides of it aren't symetrical, fix Not meant to be tbh, important is just that the sharp turn is located exactly where the peak of the forementioned crescendo happens. That should be about correct. Well, tuned it a lil' anyways
  10. 01:05:419 (4) - 01:11:964 (4) - 01:14:146 (4) - Previously each slider had NC, so why doesn't this have one? I know that they aren't on downbets, but fits better I guess I could just keep continuing same way, but here I changed my patterning from emphasising each of the freely flowing violin sounds (and especially the SV changes) to patterning it according to the vocal phrases (that means about one measure each usually)
  11. 01:05:964 (1) - Maybe Ctrl+J? That would make it smoother indeed, but along the above mentioned change I also changed the sliders meeting points from smooth flow to slight angles to the turns.
  12. 01:07:600 (1) - Rotate by 180 degrees and Ctrl+G? As above ^
  13. 01:08:146 (1) - This big curve could look better Kinda confusing phrasing in your comment, since that's how you would say when comparing 2 places and saying I should do the good x to the place y where the thing ain't as well. But if you mean big curve would be cooler, don't really agree, while I guess it could work that way too
  14. 01:13:055 (2,3) - Why you don't continue placing sliders? Emphasising vocals, which aren't lenghtened like those violin sounds. Brings some variation with this emphasis as well
  15. 01:15:237 (1) - Make it more like this? Kinda as explained above, same logic. Tho made it slightly more curved anyways
  16. 01:23:964 (1) - Idk why, but I don't really like this shape Same tbh
  17. 01:29:964 (1) - Make it slower Nah no need
  18. 01:33:782 (1) - nazi Sides aren't symetrical, fix Since, as above, it's not meant, this is good enough
  19. 01:51:688 (6,1) - Make bigger spacing for bigger emphasize The spacing is already quiet big, and making it huge will make the cursor movement too fast to the comfortably continue stream with different velocity. Thus the stream also contributes to the subjective feeling of the intensity of the spacing to the player
  20. 02:28:331 (5) - I don't hear any sound here in the music wot are we in the same place? There's pretty distinct bass drum triple there (well actually 2 hits of bass drum + snare on the beat
  21. 02:33:545 (1,2,1,2,1,2,1,2) - Part is very intense, so maybe bigger spacing? Same for others in this section This spacing is already pretty intense, taking into consideration that they are kicksliders.
  22. 02:44:688 (1) - You previous had that not very comfortable curve on NC's and this sound is same as these, so why here it's nice curve? Well, this ain't really exactly nice either, tho it's relatively smooth. Reason being that the guitars, to which the curve emphasises base along with the vocals, don't change their pitch here. So only vocals emphasising, thus not so sharp curve.
  23. 03:21:256 (4) - I see you previously used NC because there was tempo change, but it's very minor and I don't think anyone will feel it while playing, so maybe place NC here as well, so it will be fitting? More like why the fuck was there this additional NC when none of the preceding similar places had it lol. Removed
  24. 03:23:256 (1,2,3) - You have these objects placed in a straight line, but 03:23:828 (1,2,3) - these are placed in curved way. Make them both straight/curved? Uh, while I think why not tbh, that level of perfectionistic consistency is not needed tbh, if you'd map according to that kind of stuff, it'd end up copy-paste style (check my map Kissing the Tears for that ;) ) So yeah they are definitely similar enough
  25. 03:35:828 (1,2,1,2,1,2) - This spacing is too small for me, maybe make slightly bigger? Not intense enough. Can't have too big spacing for not-so-intense places to create the contrast the music has
  26. 03:57:113 (3,3,1) - Could triangle Tru, but I like this slight combination of triangleish and back-forthish movement here. It feels more nature and fluid than either of them alone (should atleast, not that I really can play this myself)
  27. 03:57:613 (1,1,1,1) - Why they are ending on white ticks? They would fit vocal better when they would start on them, not on 1/4 ticks I don't really know which would be the best way, here I am going according to the sound the spinner make. It has exact place, unlike the fluid and flexible beginning of a spinning. But it's easy to change so I'll see what other people say.
  28. 05:07:688 (3) - Move more apart from 05:07:545 (2,1) - ? Same for 05:08:830 (5) - I guess I could. Didn't move much tho, not that intense. Not gonna move the other one tho since it's blanketed inside the curve those circle form. Also applied the first spacing increase to the other one at 04:53:830 (2,3,1) -
  29. 05:34:688 (1,2,1,2) - Again, spacing feels to be too small between them Yeah here you are right not buts. Added more spacing
  30. 05:52:401 (1,2,3,4,5,6,7,8) - Circle would looks way more nicer than this oval Agreed, and it should be one. Wonder what I have fucked up lol (looks like the left-most ones are off the screen and are forcibly moved closer) [color=#0000FF]EDIT: holy shit that was pain the ass to fix due the forced stream structure being ready for like multiple minutes to every direction FUCK[/color]
  31. 06:01:487 (1) - This slider feels that it starts too late, start it 1/8 tick faster maybe? Also, burst snapped to 1/8 would fit here too Well yeah it's mapped according to the feedback the listener gets, he will percieve the sound as if it were where the peak is, thus timed to such. I guess th burst could be done tho, but since the listener at 100% doesn't percieve it as such, it feels pointless. Easy to change once again if needed and thus no changes now
Woah, awesome map! Your streams look so aweesoomeee >.< I wish you many luck to rank this~!
Thanks for the mod!
jeanbernard8865
m4m part 1

[Hideous Fairytale]

Love that diffname

00:08:691 (4) - silence the last 3 ticks cause there’s definitely no sound there

00:27:782 up to 01:38:117 - slider shape aesthetics have a polishing problem here. While it makes sense to not make them aesthetically pleasing shapes because you can argue that the song’s mood doesn’t support it, here it looks more like you tried to make perfectly round shapes, etc, but you didn’t take the time to really do them ( 00:35:419 (1),00:52:873 (1) and 01:25:600 (1) - are good examples for that ). If you want to give your map an oppressing tone, consider using more red anchors and sharp turns ; this is also true for transitioning between 2 sliders, since shapes like 00:38:691 (1,1) which aren’t regular give the same impression as the individual sliders I’ve listed before because of the clear change between the curves. Besides, the rather linear flow of your patterns make for pretty fluid movement, which isn’t what you’d want in a map called Hideous Fairytale.

01:41:831 (3,4) - should be 1 slider to be consistent with 01:38:402 (3) as both measures are identical

02:04:402 (1,2,3,4,1) - drum beats sound off here ; probably a timing issue since a stream on yellow ticks would be pretty uncommon. Consider asking for a timing check - update : according to GoldenWolf ( who is by all means a trustworthy source when it comes to timing issues ), there needs to be a red bar to compensate for the drums being off, so do get a timing check.

02:05:902 (6,7,8,1,2,3,4,5,6,7,8,1) - needs more polishing

02:10:117 (1,2,3,4,5,1) - 02:08:402 (1,2,3,4,5,6) - etc - just my opinion here so this is in no way a mistake, but I’m not fond of using blankets in such a chaotic part of the song, since to me they express cleanness and the likes ; technically fine though, so it’s still a pretty subjective issue ; your move here

02:49:759 (4) - pretty sure there’s no drum sound here

03:30:971 (1,2) - following the logic you set up before with your usage of kicksliders at the end of bursts, there shouldn’t be no voice when there’s one ; 03:30:971 (1) might be better off moved to 03:31:113 in terms of rhythm

04:38:616 (8,1,2,3,4,5,6,7,8,1,2) - I think you have trouble with managing transitions between different curves in a long stream, and you ended up with an unpolished shape here. What you can do to have a polished transition is this ; basically make your first stream and then make another one whose curve starts on the penultimate circle of your first stream and your transition should be smooth ( hope the video explains it better than I do cause damn lol )

03:57:613 (1,1,1,1) - just my opinion but spinners here feel kind of underwhelming ; maybe do a slider which is repeated every time but slightly distorted ( like at the very beginning of rrtyui’s camellia ) to show that the ‘ violence ‘ is getting more chaotic each time it’s pronounced

04:04:685 (2,1) - both are identical, yet they’re mapped differently ; I’d just make 04:05:828 (1) a single circle for the sake of consistency

Really solid map for a good song, good luck :>
Topic Starter
TheKingHenry

AyanokoRin wrote:

m4m part 1

[Hideous Fairytale]

Love that diffname

00:08:691 (4) - silence the last 3 ticks cause there’s definitely no sound there I guess that'd make sense

00:27:782 up to 01:38:117 - slider shape aesthetics have a polishing problem here. While it makes sense to not make them aesthetically pleasing shapes because you can argue that the song’s mood doesn’t support it, here it looks more like you tried to make perfectly round shapes, etc, but you didn’t take the time to really do them ( 00:35:419 (1),00:52:873 (1) and 01:25:600 (1) - are good examples for that ). If you want to give your map an oppressing tone, consider using more red anchors and sharp turns ; this is also true for transitioning between 2 sliders, since shapes like 00:38:691 (1,1) which aren’t regular give the same impression as the individual sliders I’ve listed before because of the clear change between the curves. Besides, the rather linear flow of your patterns make for pretty fluid movement, which isn’t what you’d want in a map called Hideous Fairytale. Okay, so first of all, the diff name is referring to the song, lyrics and that stuff. I map, however, musically, not thematically, so basically if the music is straightforward fluid 1/4 for example, I'll map it as such and not make it thematically more relevant with some unnecessary quirks. They don't necessarily make the map better smth smth "Pretty Ugly" nor does the player necessarily get the thematics (lyrics for example) of the song, so the quirks make no sense to him. You can see what I mean with this in this map when in the rhythmically more broken middle part I use little technicalities to construct some quirks not seen in the other, more straightforward sections. All that essay shit aside tho, I agree that the intro section with the sliders could use lil' visual tuning.

01:41:831 (3,4) - should be 1 slider to be consistent with 01:38:402 (3) as both measures are identical It's build-up

02:04:402 (1,2,3,4,1) - drum beats sound off here ; probably a timing issue since a stream on yellow ticks would be pretty uncommon. Consider asking for a timing check - update : according to GoldenWolf ( who is by all means a trustworthy source when it comes to timing issues ), there needs to be a red bar to compensate for the drums being off, so do get a timing check. Yes I know the drummer is off not only there but like zillion other places too. No I don't need timing check for it, I can time all of them myself, I just don't know which are the ones that actually should be timed more accurately, since adding timing points for like, say, 4 notes will only make things more confusing instead of making more sense. Here the drummer plays 02:03:831 (1,2,3,4,1,2,3,4) - faster than the tempo, then 02:04:402 (1,2,3,4,1,2,3,4,1,2,3,4) - slower than the tempo, ending about on the correct beat at 02:05:259 (1) - (not really, and let's not talk about how he fucks shit up just after it). The point being, it's easily timed again. But it's not easily timed in a way that makes sense to the player. And then finally, the guitars which are 1/4 all the time as well for that section, are actually pretty much on the tempo. So TL:DR I'm ready to time all of the stuff that's off if needed, but let's not jump the gun on this one without taking all sides into consideration. I'll wait till I get more opinions and testplays etc. so I know what stuff works and whatnot. EDIT: fuck it timed this part it was the only one you mentioned anyways
02:05:902 (6,7,8,1,2,3,4,5,6,7,8,1) - needs more polishing lol tru

02:10:117 (1,2,3,4,5,1) - 02:08:402 (1,2,3,4,5,6) - etc - just my opinion here so this is in no way a mistake, but I’m not fond of using blankets in such a chaotic part of the song, since to me they express cleanness and the likes ; technically fine though, so it’s still a pretty subjective issue ; your move here Kinda see where you're coming from, but I like it the clean way it is. Also for the latter linked example I think it actually fits such musical pattern pretty well to have clear structured form.

02:49:759 (4) - pretty sure there’s no drum sound here There is clearly a bass drum hit there

03:30:971 (1,2) - following the logic you set up before with your usage of kicksliders at the end of bursts, there shouldn’t be no voice when there’s one ; 03:30:971 (1) might be better off moved to 03:31:113 in terms of rhythm Yeah I guess that'd make sense if I was following vocals only but I'm not really restricted to that, I actually use vocals usually only with sections where the instrumentals are stable to emphasise differences. (see 02:32:973 - for example). Here on the other hand, the kickslider is there simply because there is 1/4 all the time (by guitar) and there's drum sounds at 03:31:114 (2,3,4) - and the beginning of 03:30:971 (1) - but not at the end of it. Basically that (combination of mapping both guitar and drums, using drum as the emphasising factor

04:38:616 (8,1,2,3,4,5,6,7,8,1,2) - I think you have trouble with managing transitions between different curves in a long stream, and you ended up with an unpolished shape here. What you can do to have a polished transition is this ; basically make your first stream and then make another one whose curve starts on the penultimate circle of your first stream and your transition should be smooth ( hope the video explains it better than I do cause damn lol ) I agree tbh (also thx for that video) I don't agree with the example you picked up tho, that looks good enough imo lol There is this one stream transition that looks ugly af that I noticed just sec ago but can't find it now. I guess I'll try to fix it when I find it

03:57:613 (1,1,1,1) - just my opinion but spinners here feel kind of underwhelming ; maybe do a slider which is repeated every time but slightly distorted ( like at the very beginning of rrtyui’s camellia ) to show that the ‘ violence ‘ is getting more chaotic each time it’s pronounced I agree spinner lack the ability to express the change in the vocalists tone. But I still prefer them, since spinners are on totally next level of intensity (the action required) than sliders would be. So that way, sliders are actually way too underwhelming lol. Just sad that can't have the increasing emphasis, but that partly gets expressed due the increase in musical intensity made by repetition here.

04:04:685 (2,1) - both are identical, yet they’re mapped differently ; I’d just make 04:05:828 (1) a single circle for the sake of consistency Tbh I see no point in doing that lol, only the word is same, the music is completely different

Really solid map for a good song, good luck :>
Thanks for the mod!
Drummer
m4m v2

mod
[Hideous Fairytale]

Unused hitsounds:
soft-hitnormal3.wav
soft-sliderslide2.wav
soft-sliderslide3.wav

01:14:691 (1) - this doesn't seemed to be mapped on anything in the song. maybe make the previous slider longer? same here 01:32:146 (1)
02:26:116 (1) - from here until the next bookmark, maybe could map some vocal parts here too?
02:47:545 (3,1) - swap nc?
03:08:389 (1,2,3,4,1,2,3,4) - map this the same way you mapped an earlier part that sounds the same? 02:50:116 (1,2)
03:26:256 (2,3) - i might be stupid, but i don't think this double fits here, considering what's in the song.
03:30:113 (1) - x230 y0 instead?
03:47:256 (1,1) - two lonely notes missing some hitsounds?
03:59:899 (1) - lower the spinner end's volume since there really isn't much sound there to map it on
04:18:113 (1,1) - short break between?
04:30:544 (3,4,5,1) - overlapping, maybe move a little further away
06:01:487 (1) - that last hitsound seems off, maybe silence it instead?

map looks real good, idk what else to say. good work

gl
Topic Starter
TheKingHenry

Drummer wrote:

m4m v2

mod
[Hideous Fairytale]

Unused hitsounds:
soft-hitnormal3.wav tru
soft-sliderslide2.wav this isn't actually unused, sliderslide is passive hitsound and it's used on every slider that has S:C2 (basically I used this to silence the sliderslide sounds)
soft-sliderslide3.wav tru, I wonder why I even have these when I don't have S:C3 anywhere (maybe I thought I'd need it somewhere and copied these but in the end didn't need ¯\_(ツ)_/¯)

01:14:691 (1) - this doesn't seemed to be mapped on anything in the song. maybe make the previous slider longer? same here 01:32:146 (1) Yeah tbh the line between cases where the sound clearly changes and parts like at 01:33:782 (1) - where the sound just has clear emphasis instead of cutting is kinda thin, but imo the strings begin new sounds in the places you mentioned, and thus I have new sliders there
02:26:116 (1) - from here until the next bookmark, maybe could map some vocal parts here too? Yeah that could be done too, but I think the current one brings more emphasis to the table (like, I think doing 1/1 like this is the best way to express those heavy beats here). Also the vocalist isn't really exactly on the rhythm all the time, which combined with the fact that his vocals wouldn't have any other rhythmical support to be mapped, could just end up slightly confusing at times when mapped.
02:47:545 (3,1) - swap nc? I'll keep the NC on the white tick, as in, I prefer usually to NC according to the rhythmical construction in the music instead of the group of circles (well, most of the time these 2 mean the same tho) That being said, if the NC is needed to make smth more clear to read for example, I'll ofc NC it even if it ends up differently than I'd normally do. This is not one of those tho
03:08:389 (1,2,3,4,1,2,3,4) - map this the same way you mapped an earlier part that sounds the same? 02:50:116 (1,2) That is actually pretty good point now that you say it, but looking at this I think it's due the differences in guitars and vocals. At 02:50:688 (1,2,3,4,5,6,7,8) - there's this guitar sound I've always mapped with low spacing long stream, and at 02:50:116 (1,2) - there's no vocals, thus mapped with kicksliders for the short "break" and lower intensity (that way the following stream mapped to the guitars has more emphasis even tho it's low spacing). Then at 03:08:958 (1,1,2,3,4) - there ain't the same guitar sound, that's why there isn't the same stream. Thus it's mapped with less intense patterns (kickslider at 03:08:958 (1) - ) Would actually map it with 2 kickslider in similar fashion compared to 02:50:116 (1,2) - but stream works better leading towards the kicksliders at 03:09:528 (1) - thus the 2nd group of 4 is circles. Then, at 03:08:389 (1,2,3,4,1,2,3,4) - this time there's vocals too, making this part stronger, thus mapped with more intensity. And also since there's now this "break" with the kickslider at 03:08:958 (1) - there's no need to rest during these notes here. Thus this time these are mapped as streams. Hope this explanation made sense
03:26:256 (2,3) - i might be stupid, but i don't think this double fits here, considering what's in the song. You ain't stupid I don't think it fits there either really, it feels pretty weird to part like this, but sadly the drummer is drunk fuck and plays like that, thus it's mapped as such.
And for mapping the rhythm as the drummer plays it, I think this is the ideal way here

03:30:113 (1) - x230 y0 instead? So it wouldn't overlap? Nah it's meant to do that, I did the others that way too (see 03:34:399 (2,1) - 03:38:971 (5,1) - and so on)
03:47:256 (1,1) - two lonely notes missing some hitsounds? Right 'bout the first one, good find. The 2nd one is fully hitsounded tho (with all 3 being used lul)
03:59:899 (1) - lower the spinner end's volume since there really isn't much sound there to map it on oopsie, done (lowered 10%, sounds better)
04:18:113 (1,1) - short break between? Could be done that way too, but this is completely intentional. I have tested it, you can still pass it with HR without even going that close to running out of HP. Thus I'll keep it for the desired effect (you know, how there's this terribly ominous feeling at that part, you know shits gonna hit the fan and the HP is running low.... that kind of feel. It's the last break before the final of the song)
04:30:544 (3,4,5,1) - overlapping, maybe move a little further away lol fixed (tho I'm pretty sure the overlap was illusion anyways it was just that they were close af)
06:01:487 (1) - that last hitsound seems off, maybe silence it instead? I guess you are right, it's not really doing what I intended it to do.
Removed the hitsound, volume is low enough I guess


map looks real good, idk what else to say. good work

gl
Thanks for the mod!
cisphobia
m4m from ur queue!
reminder: my map
also sorry for taking 2 days, i meant to get to it yesterday but rip internet :9
i keep failing the ending: the map

00:27:782 (1) - wave slider isn't looking too good. make the nodes look more like this & tweak it as you feel necessary to make both sides of the "wave" look as circular as possible.
00:28:873 (1,1) - ^, and more. if you don't known already, use ctrl + shift + s to change the length of copy/pasted sliders so you don't have to make a wave slider for every different length of slider ha ha.

00:27:782 (1,1) - although i'm pretty sure you're using distance spacing to space the sliders, i'd say either make the ends & starts of the sliders stack on top of eachother, or make them overlap more. having them stack would look much better than an extremely small spacing difference, and it's clear that these sliders focus on aesthetics. this goes for all the sliders in this section & other sections like it.

00:28:873 (1,1) - i suggest you work on your sliderart skills for this whole section & sections like it. something i'd recommend is having a circle to blanket to make sure the sliders create a perfect circle, or as perfect of a circle as possible. you can see how it's definitely not a perfect circle. goes for all the sliders in this section & other sections like it.
00:31:055 (1,1) - ^, and more

00:37:600 (1) - this loop doesn't look that great, either. it's much easier to make a loop when it's nodes are perfectly symmetrical.
00:55:055 (1) - ^, and more

00:41:419 (1) - make both curves of this even

01:03:782 (1,2,3,4) - it's very awkward going from emphasizing the violin(?) to emphasizing the vocals(or whatever it's called xd), i'd suggest emphasizing both at the same time by having the sliders continue to follow the violin, but with a large increase in slider velocity whenever the vocals play.

you use very different slidershapes in the section from 01:38:117 (1) - onwards. for example, 01:38:402 (3) - has a different curve than 01:39:831 (2) - & 01:40:402 (1) - , they have different curves than 01:42:402 (1) - , etc. i'd suggest copy & pasting just one of these sliders and rotating them and increasing their length (ctrl + shift + s) as needed. atm having varying slidershapes just doesn't fit the song, is hard to make look nice, and destroys consistency in a section of the song that stays consistent.

01:49:259 (1,2,3,4,5,6,1) - make this look like 01:47:545 (1,2,3,4,5,6,1) - this. same sounds with different intensities, so, same pattern with different spacing.
01:50:974 (1,2,3,4,5,6) - ^

02:12:114 (1) - should be a repeating slider like 02:10:397 (5) - , because you do the same thing every time the violin plays, like 02:09:252 (1,2,3,4,5) - and such.

02:17:545 (6) - should be a stream instead of a slider, like 02:10:110 (1,2,3,4,5,1,2,3,4)

03:05:755 (2) - new combo to signify different rhythm than normal.
03:26:256 (2,4) - ^

03:06:965 (1) - offscreen slider, or more like slider beyond where it's supposed to go. i check this by placing a circle and looking to see if the slider goes past where i can place a circle, as you can see in the screenshot.

03:43:828 (1,2,1,2,1,2,1) - i really like the idea but it looks bad. idk how you'd make it look good, tho. maybe overlap the heads of the sliders perfectly, by stacking them? so that theres less movement in the individual sliders, but only movement in the curvature of the slider.
03:50:685 (1,2,1,2,1,2,1,2,1) - ^

04:20:399 (1,1) - increase the spacing between the sliderend and the circle, atm it's a bit hard to notice that there's a stream coming. either that or stack it under the sliderend.

04:32:545 (2,3,4,1) - what are these sliders emphasizing? i don't really hear anything to warrant them.

04:30:687 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4) - why are you ignoring the guitar here? it increases in intensity, i'd replace the jump section with more streams.

04:40:116 (1) - why such a sharp turn here? i hear nothing that warrants it.

05:20:974 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - i'd decrease the spacing of these streams (ctrl + shift + s is the easy way to go), because they reach the same spacing as the ending streams (aka 05:44:973 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - and further), and the ending streams should be emphasized the most, as it's the most intense part of the song. either increase the spacing of the ending streams (altho that might make it too hard for your liking) or decrease the spacing of the stream i mentioned.

05:55:259 (1,2,1,2,3,4,5,1,2,3,4,5,1,2,1,2,1,2) - i'd make these streams as they're basically the most intense part of the most intense part of the song; reducing it to sliders really doesn't do the song justice. not to mention the drums don't stop in the song. it may be extremely hard, but it really would fit the song imo :9

sorry for short mod lol, there's not much to mod because it's pretty hard to go wrong with streams compared to jumps.
some of what i said can be applied throughout the whole map.
hope this helped, and good luck with rank!
if you rank this, or even any map, you should totally work on painters of the tempest again haha
Topic Starter
TheKingHenry

sonic8889 wrote:

m4m from ur queue!
reminder: my map allright gonna mod this later today if I have the time EDIT:
gonna go to tomorrow

also sorry for taking 2 days, i meant to get to it yesterday but rip internet :9
i keep failing the ending: the map

00:27:782 (1) - wave slider isn't looking too good. make the nodes look more like this & tweak it as you feel necessary to make both sides of the "wave" look as circular as possible. I prefer the 3 noded wave slider (mechanically they work pretty much the same). Also I don't really see what is making this slider look not so good (other than the fact that it's kinda short for wave slider, making the waves look kinda meh. But that can't really be fixed either. Did some tuning but dunno if it's really that much different
00:28:873 (1,1) - ^, and more. if you don't known already, use ctrl + shift + s to change the length of copy/pasted sliders so you don't have to make a wave slider for every different length of slider ha ha. they aren't actually made to be the same anyways (similarly to how organic string sounds are never exactly the same kinda contradicting since I'm p sure there's no organic strings here

00:27:782 (1,1) - although i'm pretty sure you're using distance spacing to space the sliders, i'd say either make the ends & starts of the sliders stack on top of eachother, or make them overlap more. having them stack would look much better than an extremely small spacing difference, and it's clear that these sliders focus on aesthetics. this goes for all the sliders in this section & other sections like it. Yeah I'm using DS (which with the SV changes kinda looks interesting at times). Can't really stack them tho without having ridiculously low (too low) stack leniency (since they are, like, 1/8 snapped or smth due the low bpm). Low stack leniency can create problems of it's own kind then, and I don't see the visual profits being great enough for that

00:28:873 (1,1) - i suggest you work on your sliderart skills for this whole section & sections like it. something i'd recommend is having a circle to blanket to make sure the sliders create a perfect circle, or as perfect of a circle as possible. you can see how it's definitely not a perfect circle. goes for all the sliders in this section & other sections like it. Didn't even think of making circles or smth like that, but that's hella good idea. Lemme do that (not now tho, that's gonna take some time)
00:31:055 (1,1) - ^, and more

00:37:600 (1) - this loop doesn't look that great, either. it's much easier to make a loop when it's nodes are perfectly symmetrical. It's not really trying to be symmetrical anyways, since that's more like in-organically clean type of visuals, which is in contradiction to what I'm having here
00:55:055 (1) - ^, and more

00:41:419 (1) - make both curves of this even similar to above

01:03:782 (1,2,3,4) - it's very awkward going from emphasizing the violin(?) to emphasizing the vocals(or whatever it's called xd), i'd suggest emphasizing both at the same time by having the sliders continue to follow the violin, but with a large increase in slider velocity whenever the vocals play. hmm I'll see if I can implement smth like that. It's just that the vocals itself aren't emphasized, the vocal tone is. Vocals itself are just extracted from rest with circle-only mapping. The spacing is according to the tune. So, transfering this to slider mapping doesn't happen as simply but lemme see bout that

All in all I'll need to do some work on the intro section visuals

you use very different slidershapes in the section from 01:38:117 (1) - onwards. for example, 01:38:402 (3) - has a different curve than 01:39:831 (2) - & 01:40:402 (1) - , they have different curves than 01:42:402 (1) - , etc. i'd suggest copy & pasting just one of these sliders and rotating them and increasing their length (ctrl + shift + s) as needed. atm having varying slidershapes just doesn't fit the song, is hard to make look nice, and destroys consistency in a section of the song that stays consistent. While you are right they are not of the same shape, the shapes are made according to the surrounding objects in that particular place. Imo copy pasting would just create more restricted structure and flow, making it less smooth and interesting. It's not like the sounds are exactly the same either

01:49:259 (1,2,3,4,5,6,1) - make this look like 01:47:545 (1,2,3,4,5,6,1) - this. same sounds with different intensities, so, same pattern with different spacing.
01:50:974 (1,2,3,4,5,6) - ^ I mean, isn't it already that way? All of them are back-and-forth jump patterns with increasing spacing. I think that's plenty enough for consistency, it's not like copy pasting them would make it better. (It's not like I'm really against copy-pasting even tho it might seem like it from these)

02:12:114 (1) - should be a repeating slider like 02:10:397 (5) - , because you do the same thing every time the violin plays, like 02:09:252 (1,2,3,4,5) - and such. True, but I tend to follow more things at once in the music, and here the vocal takes the cake, so it's slightly altered for more intense lead towards the next section, according to how the vocal rises up there

02:17:545 (6) - should be a stream instead of a slider, like 02:10:110 (1,2,3,4,5,1,2,3,4) Actually nope, while at 02:10:683 (1) - presents us with new clear violin sound, at 02:17:545 (6) - there's nothing (atleast nothing audible), thus mapped like this

03:05:755 (2) - new combo to signify different rhythm than normal. Uh, no, I see what you mean, but NCing a blue tick circle won't make the things any better, after that it will just be read as anti-jumpish type of pattern as in where 03:05:755 (2) - would be at the white tick. It's definitely better the current way, more clean structure and consisten NCing
03:26:256 (2,4) - ^ Same as above, while not so strongly. (not blue tick but red tick). Anyways for the same reason, making consistent structure by prioritizing NCing the logical points will make it more clear than NC spamming the unusual rhythms. Also, these double patterns should totally be readable to the players of the targeted skill-lvl

03:06:965 (1) - offscreen slider, or more like slider beyond where it's supposed to go. i check this by placing a circle and looking to see if the slider goes past where i can place a circle, as you can see in the screenshot. True, but it's totally in the playable area (as in it's in so that it doesn't really bother playing it). So I'll change it later if needs be (since it's pain in the ass, I'd have to move like 30 seconds of the map ¯\_(ツ)_/¯)

03:43:828 (1,2,1,2,1,2,1) - i really like the idea but it looks bad. idk how you'd make it look good, tho. maybe overlap the heads of the sliders perfectly, by stacking them? so that theres less movement in the individual sliders, but only movement in the curvature of the slider.
03:50:685 (1,2,1,2,1,2,1,2,1) - ^ Why? That'd only make the pattern lose it's progression, making it become stale. The point of it is to slowly move forward along with the strong swipes, kinda like how someone would slam on a door to slowly bend it in. Also not sure why you think it looks bad if stacking the heads is the only thing that'd be needed to perhaps make it fine ¯\_(ツ)_/¯

04:20:399 (1,1) - increase the spacing between the sliderend and the circle, atm it's a bit hard to notice that there's a stream coming. either that or stack it under the sliderend. Good point, since it can't be stacked lemme just add some spacing then (now about the same spacing as the initial stream has

04:32:545 (2,3,4,1) - what are these sliders emphasizing? i don't really hear anything to warrant them. Because 04:32:545 (2,3) - and 04:32:830 (4,1) - are actually triples (2 bass drum hits + snare) but I want to emphasise the heavy lower density beats (basically 1/2 here) so it's mapped as kickslider instead.

04:30:687 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4) - why are you ignoring the guitar here? it increases in intensity, i'd replace the jump section with more streams. Compare the guitar to the few beats of it before and you already have your answer lol. Basically, the guitar loses the grip on the clear 1/4, it's kinda still there, but it's very vague compared to the accurate ones before it, thus making more sense to map the less dense ones with more spacing. And actually this one is better for the build-up anyways, since this kind of patterning with jump oriented playing but occasional 1/4 like triples and bursts of 5 are more of the kind to keep the player on his toes instead of the numbing 1/4 spam. (good example smth like how the chorus is mapped in GoldenWolf's styx river Demetori map). So leads better to the actual stream parts

04:40:116 (1) - why such a sharp turn here? i hear nothing that warrants it. 02:08:967 (1,2,3,4,1,2,3,4) - same things as here. It's just that with the larger spacing it looks a lot more sharper (althought it kinda is sharper too, which is in line with the overall increase in intensity that has happened so far). Arguing about if those violins should cause such turns earlier either are completely another matter though

05:20:974 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - i'd decrease the spacing of these streams (ctrl + shift + s is the easy way to go), because they reach the same spacing as the ending streams (aka 05:44:973 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - and further), and the ending streams should be emphasized the most, as it's the most intense part of the song. either increase the spacing of the ending streams (altho that might make it too hard for your liking) or decrease the spacing of the stream i mentioned. No need, it's intentionally so. Ending shouldn't be any more spaced than any other place if it's not any more intense. Okay, shit gets down there, but how? It's just that the subjective interpretation of the song the listener has is going upwards during the long ending stream mayhem, but instrumentally it's actually pretty bland. For example the stream you said is too high spacing, has basically all the stuff the ending has PLUS a lot more intense guitar tune (okay, maybe little less of the orchestrations, but not too much difference). So basically, making the ending already the same spacing as this is just because I wanted to emphasise the ending a lil' more. Now combined with the fact that it's (atleast it's supposed to be) the longest stream in the map, it should be plenty emphasized and intense already

05:55:259 (1,2,1,2,3,4,5,1,2,3,4,5,1,2,1,2,1,2) - i'd make these streams as they're basically the most intense part of the most intense part of the song; reducing it to sliders really doesn't do the song justice. not to mention the drums don't stop in the song. it may be extremely hard, but it really would fit the song imo :9 YES PLEASE, AGREE; It's just that due the inconsistencies in the timing, I can't do it with streams,
since that'd end up playing very badly
. I might do it later from 05:55:876 - on tho since the bpm is "the normal" again and it might work.

sorry for short mod lol, there's not much to mod because it's pretty hard to go wrong with streams compared to jumps.
some of what i said can be applied throughout the whole map.
hope this helped, and good luck with rank!
if you rank this, or even any map, you should totally work on painters of the tempest again haha You bet ;)
Thanks for the mod!
AMX
Hi! M4M from your modding queue

NC = New combo
Blanket = https://puu.sh/ww6lr/79ddf96365.jpg

Hideous Fairytale



00:27:782 (1,1,1,1,1) - Why not make the overlapping equal throughout this entire section

00:37:600 (1) - Make his look nicer, if you look at the middle you can especially see that it's not rount

00:38:691 (1,1,1,1,1,1) - Here too I would suggest equal overlapping.

01:25:600 (1) - Kinda ugly slider imo

01:46:545 (6,1,2) - Kinda big distance gap between the two, looks kinda bad since u spaced everything else accodingly.

02:06:462 (6,6) - Ugly overlap

02:42:688 (1,2,3,4,5,6,7,8) - Blanket

03:30:113 (1) - This also looks kinda bad imo, i'd space them out so they don't overlap.

04:01:042 (1) - Vocal kinda kicks in on red beat instead, I know spinnerheads doesn't really matter that much just wanted to point out.

04:37:902 (6,7,8,1,2,3,4,5,6,7,8) - This could be rounder http://puu.sh/wSCad/128a2b194b.jpg

05:34:688 (1,2,1,2) - Something about this sounds off for me, can't figure out what it is thought I might point that out.

05:57:018 (1,2,1,2,1,2) - I know slider leniency will help this but I honestly think alot of people will break here, when you gather alot of testplayers make sure to check this part out.

Additional information



That's about what I can find, as i've said before your maps always look so nice and consistent so there's really not much to point out.

End words



Nice map, pls push for ranked
Topic Starter
TheKingHenry

AMX wrote:

Hi! M4M from your modding queue

NC = New combo
Blanket = https://puu.sh/ww6lr/79ddf96365.jpg

Hideous Fairytale



00:27:782 (1,1,1,1,1) - Why not make the overlapping equal throughout this entire section True I guess, it's actually "equal" atm but SV changes fuck it up. I'll see what I'll do when I'm tuning this intro overall

00:37:600 (1) - Make his look nicer, if you look at the middle you can especially see that it's not rount tuned lil'lul

00:38:691 (1,1,1,1,1,1) - Here too I would suggest equal overlapping. ^

01:25:600 (1) - Kinda ugly slider imo Tbh aside from the first curve that looks slightly too strong I don't think it's that ugly. But tuned that first curve

01:46:545 (6,1,2) - Kinda big distance gap between the two, looks kinda bad since u spaced everything else accodingly.True enough I guess,
tho it's made so that it feels according to the music. There's this string sound that 01:46:688 (1) - is based on (that feels like it would need some speed) so the slider is relatively not slow and the spacing after it is slightly buffed -> emphasing the string


02:06:462 (6,6) - Ugly overlap lul twas barely overlapping, fixed tho

02:42:688 (1,2,3,4,5,6,7,8) - Blanket omg I had ran out of space, how'd I not notice this one before. Oh well, god bless it isn't that restrictly structured place so I don't need to remap 30 secs to fit it in lol

03:30:113 (1) - This also looks kinda bad imo, i'd space them out so they don't overlap. Nah, I think it works fine, see how it's related to 03:43:828 (1,2) - (similar musical element, kinda like preview of the following thing)

04:01:042 (1) - Vocal kinda kicks in on red beat instead, I know spinnerheads doesn't really matter that much just wanted to point out. True enough I guess, I can't really cut off any slack from this spinner tho, since it has to be long enough for ppl to get pass it properly

04:37:902 (6,7,8,1,2,3,4,5,6,7,8) - This could be rounder http://puu.sh/wSCad/128a2b194b.jpg True in a sense, but it's not really meant to be round from 04:37:902 (6) - or 04:37:973 (7) - onwards, at 04:38:116 (1) - begins new level of intensity, spacings increased. If you check, you can actually see how the pattern is very smoothly round if you check the objects of that combo 04:38:116 (1,2,3,4,5,6,7,8) - ; same with the next combo and so on.

05:34:688 (1,2,1,2) - Something about this sounds off for me, can't figure out what it is thought I might point that out. Excepted one of those slightly fucked up timing parts (not like there are any this late in the map), but tbh can't figure it out either, nothing sounds that off to me

05:57:018 (1,2,1,2,1,2) - I know slider leniency will help this but I honestly think alot of people will break here, when you gather alot of testplayers make sure to check this part out. Actually that's great then (not really the sliderbreaks) but like that basically means it has some challenge in it (it's not impossible to "not to break" at by no means anyways. Like, I wanted some streams instead but the changing timing kinda won't work with 'em so had to go with kicksliders even tho it's kinda poor thing for the grande finale of the map lol

Additional information



That's about what I can find, as i've said before your maps always look so nice and consistent so there's really not much to point out.

End words



Nice map, pls push for ranked
Thanks for the mod!
hohol454
Super late M4M 2/3

00:27:782 (1,1) - 1/4 distance intentional?
00:37:600 (1,1) - why are these pretty much perfectly stacked
02:27:259 (1) - why NC? same thing as 02:19:259 (1,2,3,1,2,3,1) -
03:20:108 (2,3,4,5) - change pattern, super wide angle on 2,3,4 with circular flow. All previous jumps were sharp angles¨
02:30:402 (4) - missed hitsound
02:43:259 (1) - forgot whistles
03:25:828 (1,2) - super confusing with the doubles right after 03:26:256 (2,3,4,5) -
idk if the timing is wrong here or the drummer just rushes sometimes but some drum beats are close to 1/8 earlier than the circles. I don't think there should be doubles at all. Can't hear anything on 03:26:256 (2) - . The beat on 03:26:328 (3) - probably belongs on the white tick after and is a triple with the next double. 03:26:899 (3) - is overmapped too I think.
03:31:471 (7) - overmapped, 03:31:327 (5) - maybe too
03:33:899 (3) - overmap?
03:35:828 (1,2,1,2,1,2) - dislike the circular flow
03:40:398 (1,2,1,2,1,2,1,2) - don't get the logic in spacing changes, 03:40:971 (1,2) - actually sounds weaker to me and 03:41:256 (1,2) - is the same as 03:40:398 (1,2,1,2) - if you're going by the drums. the quitest note has the biggest spacing
03:54:685 (2) - fits the guitar and vocals better if it's 5/8 long
04:05:399 (7) - slider body whistle
04:30:687 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4) - dislike this whole thing, can't hear the triples or the burst in the music at all.
04:40:044 (4,1,2) - why corner? nothing in the song suggests that

That's everything, the drums are pretty silent so if I was wrong with the overmaps then I blame that. GL with the map and nice streams
Topic Starter
TheKingHenry

hohol454 wrote:

Super late M4M 2/3

00:27:782 (1,1) - 1/4 distance intentional? Nope, good catch. Probably due how I roamed around the intro some time ago pondering what to do with it (since I'm probably gonna somewhat remap it)
00:37:600 (1,1) - why are these pretty much perfectly stacked Probably for the same reason as above Fixed for now,
althought it wouldn't really matter if I change it anyways later on lol

02:27:259 (1) - why NC? same thing as 02:19:259 (1,2,3,1,2,3,1) - It's not exactly the same you know? The instruments are, that's right,
but the problem is that the guitar can basically be interpreted either as a 4+2 or 3+3. So I have NCd them according to the vocals, which in the end during these particular sections are the ones that decide what the player feels is emphasised (due how the other instruments aren't doing that here, like hell, instruments feels more like 1 circles combos haha)

03:20:108 (2,3,4,5) - change pattern, super wide angle on 2,3,4 with circular flow. All previous jumps were sharp angles All the previous is kinda misleading, from what point are you talking about? I presume you mean the similar patterns of this section though. So the circular flow comment doesn't really matter, they essentially play the same here (like, 03:10:972 (2,3,4,5,6) - in the end this turns around in similar way as this one you commented about too, it just doesn't do it throughout the pattern. Also, 03:20:108 (2,3,4) - is still less than 90 degrees angle you know? Less than 90 degrees = sharp theoretically but I know where you are coming from. For example 03:10:972 (2,3,4) - is relatively the same too though. Anyways since that section has free space for that, moved it slightly so it'd be slightly sharper. Slightly.
02:30:402 (4) - missed hitsound lul sure seems like it
02:43:259 (1) - forgot whistles I have them? If you mean the 2nd and 4th circles inside the kickslider though, yeha there are no whistles, but as you probably know, there aren't anywhere else during this section either, it's every other one.
03:25:828 (1,2) - super confusing with the doubles right after 03:26:256 (2,3,4,5) - I see where you are coming from, but I see no need,
it's patterned to be readable. The doubles are clearly different than the stacked 1/2. Basically: doubles are always spaced more so than the stacked 1/2 that are sometimes used. They are, however, somewhat similar to the anti-jump 1/1 ones, but they should totally be distinguishable from each other for the players of this level.

idk if the timing is wrong here or the drummer just rushes sometimes but some drum beats are close to 1/8 earlier than the circles. I don't think there should be doubles at all. Can't hear anything on 03:26:256 (2) - . The beat on 03:26:328 (3) - probably belongs on the white tick after and is a triple with the next double. 03:26:899 (3) - is overmapped too I think. I agree the drummers fucked up once in a while, I have actually specifically timed the sections that were so much off that they clearly bothered gameplay. I don't think that's necessary here though. Your point about 03:26:256 (2) - being almost inaudible is somewhat valid, though I hear it there (the tom doubles are basically increasing in volume towards the 4th one) Thus the 2nd double is already clearly audible. You mentioned it being perhaps meant to be connected to the white tick as a triple. Not bad speculation either, but whether or not that is the case (I doubt, the mistimings in drummings were mostly the dude being ahead, not behind) doesn't really matter in osu! as in case like this it doesn't really matter if it's meant to be or not, if the rhythms doesn't work as a triple then it shall not be one. Since there is clear gap between 03:26:542 (5,1) - it won't be triple here. 03:26:471 (4,5) - is pretty much on timing, 03:26:685 (1) - is slightly early but it lines up fairly quickly back and is not really distinct on playing speeds. Actually I misread what you said about where the triple would be, but the point stands to the one you talked about as well (except with the case you meant, the gap is even bigger, both in actuality and what I believe is the musical structure) And finally, as for 03:26:828 (2,3,4) - this one is fairly simple. There is clear triple under here (2 relatively quiet snares leading into bass + heavy orchestration
03:31:471 (7) - overmapped, 03:31:327 (5) - maybe too You are right actually. Fixed
03:33:899 (3) - overmap? I think this is pretty distinct bass drum triple lol
03:35:828 (1,2,1,2,1,2) - dislike the circular flow It's not exactly what I'd call circular flow (while it really is though), it's spiral with sharp angles that goes down in spacing. Basically what the music feels like to me.
03:40:398 (1,2,1,2,1,2,1,2) - don't get the logic in spacing changes, 03:40:971 (1,2) - actually sounds weaker to me and 03:41:256 (1,2) - is the same as 03:40:398 (1,2,1,2) - if you're going by the drums. the quitest note has the biggest spacing Okay so first of all, I don't get what you mean with 03:40:971 (1,2) - those 2 snares are clearly the most intense ones here. For 03:41:256 (1,2) - being stacked instead of like the ones before, there are 2 reasons. First, it feels a lot less intense after the snares (basically, less intense than 03:40:398 (1,2,1,2) - even though it's about the same. Other one, the reason I actually stacked this, is because this the pattern before new section. So as it's some kind of "dying sound" after the snare, before new section, I wanted some kind of "stopper" there. So basically it stops the flow due 0 spacing, then begins the new section.
03:54:685 (2) - fits the guitar and vocals better if it's 5/8 long The difference isn't too big, and this current is way more logical in the sense of playing. And for all it matters, (it really doesn't, as in what I said earlier somewhere about the triples), this is what the music should be doing.
04:05:399 (7) - slider body whistle lol tru, fixed
04:30:687 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4) - dislike this whole thing, can't hear the triples or the burst in the music at all. I think they should all be there. Let's go one by one. 04:31:116 (4,5,1) - for this one, I actually just noticed it should be 1/2 earlier hmm (bass drum). Done that. Then actually found there was similar to the last one at 04:31:259 (1) - so implemented that (with kickslider this time for the vocals kicking back in so it has more movement. Then for the next one 04:31:688 (4,5) - is again bass drum (only 2 bass drums though, leading to snare. They are little off-beat, but feel like a triple. Then the next one 04:32:116 (3,4,5,6,1) - is snare + 3 bass drum + snare (though I think the bass drum is all 5 of them too) The first one after the first snare is relatively quiet but all in all it's clearly audible. Then finally 04:32:545 (2,4) - are both bass drum kicks into snare, but since I wanted more movement for the build-up before the longer streams (from 04:32:973 - I don't think we need to talk about those since they are pretty audible right?) I made them kicksliders for the jumpy feel
04:40:044 (4,1,2) - why corner? nothing in the song suggests that There are orchestration things. Mainly that string sound. That being said,
I already used them way back here around 02:09:252 (1) - (and that overall section too) since they are pretty much the same here. Well, except they might feel little sharper due the clearly higher spacing.


That's everything, the drums are pretty silent so if I was wrong with the overmaps then I blame that. GL with the map and nice streams
Thanks for the mod!
Jean-Michel Jr
Hey

mod goes here
I believe you have some unused hitsound files (3rd custom set)
Overall your streams look pretty good !

00:52:873 (1) - This slider doesn't look really good, try to make it more circular
01:25:600 (1) - Neither does this one
01:58:259 (3,1) - You could try to make these stack
02:04:110 (1,2,3,4,1) - shouldn't this be mapped similarly to this 02:03:259 (1,2,3,4,1) - ?
02:05:101 (3,3) - You could try to make these stack
02:14:116 - I think it could be nice to replace some streams here with reverse sliders, to indicate we're entering a calmer part of the song
02:22:688 (1,2,3,4,5) - How about making this a star ?
02:24:688 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - This stream doesn't look good imo, because of the way you used the same angles every 5 notes
02:44:974 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Sick !
02:53:259 (6,1) - Remove/Add NC
03:02:402 (6,1) - ^
02:53:259 (6,7,8,1,2,3,4,5,6) - Looks pretty weird to have a triple rotated 120° two times, but not having a pattern between the three triple (if you see what I mean)
03:02:402 (6,7,8,1,2,3,4,5,6) - ^, eventhough it's better here
04:15:398 (3,4) - Could make these stack

little mod, but I'm getting tired. Have a good day !
Topic Starter
TheKingHenry

Jean-Michel Jr wrote:

Hey

mod goes here
I believe you have some unused hitsound files (3rd custom set) They are actually all used (for example sliderhead of 02:56:402 (1) - )
Overall your streams look pretty good !

00:52:873 (1) - This slider doesn't look really good, try to make it more circular yyeeaaahh this intro section is actually gonna get remapped sortish, atleast tuned heavily. When I have time for it bother to actually do it smh
01:25:600 (1) - Neither does this one ^
01:58:259 (3,1) - You could try to make these stack wait what no? Did you link wrong objects? No way I'd stack those ones. They are part of the same stream and stream going backwards to stack itself is not really a gimmick I'd do here. If you meant to stack either 01:58:688 (1) - or 01:58:974 (1) - (more likely possibility I guess) I'd still refuse even though they are more relevant ideas. 01:58:688 (1) - is blanketed by 01:58:117 (1,2,3,4,1) - and 01:58:402 (1) - by 01:58:688 (1,2,3,4,1) - ; also overall I'd rather not stack stream with itself so quickly anyways
02:04:110 (1,2,3,4,1) - shouldn't this be mapped similarly to this 02:03:259 (1,2,3,4,1) - ? Agree the drums are similar but the actual spacing also takes the guitar into consideration. See how 02:03:259 (1,2,3,4) - has higher guitar pitch than 02:04:370 (1,2,3,4) - ? Also relevant here, the reason why 02:03:259 (1,2,3,4,1,2,3,4) - spacing goes down and 02:04:110 (1,2,3,4,1,2,3,4) - up is that in the latter one the drums fade so much out (the fill drums, not the constant double bass) that I change to guitar lead which leads to the increasing spacing of 02:04:110 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) -
02:05:101 (3,3) - You could try to make these stack Same as earlier. I'm not too much on stacking the streams with itself so quickly, it doesn't actually look that good imo, I prefer this more "free" look, dunno how to explain it. Anyways I'll rather keep my double blanketing streams here as well
02:14:116 - I think it could be nice to replace some streams here with reverse sliders, to indicate we're entering a calmer part of the song True in a sense, it's calming down. That being said it's still not what I'd kickslider here, since none of the streams are what I'd call "filler" in the rhythm department. As in see how then 02:16:402 (5,6) - are done with kicksliders because to me they are like the sidekicks of the more dominant sound of 02:16:117 (1,2,3,4) - which isn't the same with 02:14:117 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - which is rather just lower intensity stream pattern in the music since they aren't dominant compared to each other in anything except pitch. Ofc I'd still use kicksliders in part like this if the streams got so long it'd get disgusting but this is still fairly okay imo.
02:22:688 (1,2,3,4,5) - How about making this a star ? I'd rather not. For most part I haven't done clean patternings like that because little chaos in that sense fits the song better.
02:24:688 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - This stream doesn't look good imo, because of the way you used the same angles every 5 notes I mean the same angle (which ain't even exactly the same I think) every 5 notes is pretty much the idea of this pattern, so that it increases as the music does while still being almost the same throughout. Which the music does. The idea is basically the same how for example 02:14:117 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - stays fairly consistent throughout, except that it roams little more free due the fact that with 02:24:402 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - what comes after is actually fairly set in stone while with the other the music could lead to more numerous possibilities
02:44:974 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Sick ! Yeah probably my favorite part here too ^^
02:53:259 (6,1) - Remove/Add NC Not necessary. While I see you are probably going according to NCing with the triples as the base for it,
I'd rather keep the current NC since 02:53:545 (1) - is still the actual leading tick in the music (also happens to be the 1st white tick of a measure as excepted) as in 02:53:259 (6,7,8) - is leading towards it, not leading.

03:02:402 (6,1) - ^ ^
02:53:259 (6,7,8,1,2,3,4,5,6) - Looks pretty weird to have a triple rotated 120° two times, but not having a pattern between the three triple (if you see what I mean) Actually I quite don't; in the middle of them is 02:52:830 (3) - and it's not really exactly what'd be classical 120° rotation patterns. It's more like 02:53:259 (6,7,8,1,2,3) - are mirroring each other (ties them more together here as the same thing in the music when they aren't in the same combo) while 02:53:831 (4,5,6) - is then continuing the story forward. Anyways I didn't quite catch what you mean and what I caught from it isn't necessary to implement or is perhaps already done.
03:02:402 (6,7,8,1,2,3,4,5,6) - ^, eventhough it's better here Actually basically same thing ^ except it's rotating differently, but the pattern idea is the same
04:15:398 (3,4) - Could make these stack Same as with the earlier ones, I'd prefer not to. (this time they are almost stacked already wew)

little mod, but I'm getting tired. Have a good day !
Thanks for the mod!
_Meep_
meepu toujou
mod
  1. 00:08:691 (4) - should just be a 1/4 slider, no need reverse. it gives more impact to 00:09:237 (1) - that way imo
  2. 00:48:510 (1) - sliderend not snapped to the inherited point?
  3. 02:36:616 (4) - the vocal change is actually here instead, and not 02:36:687 - ,probs switch NCs?
  4. 02:38:331 (4,1) - same problem happens here, i think its best off just making it an 8 note stream. the violins don't change in pitch inbetween these parts so it should be fine
  5. 02:46:117 (1) - no point NCing, this, there isn't a vocal change at all, in fact, the stream shouldnt be changing directions here.
  6. 02:53:259 (6) - 03:02:402 (6) - just wondering why aren't these NCed? clearly they have a different sound compared to the ones before them, and infront as well.
  7. 03:08:389 (1,2,3,4,1,2,3,4) - why aren't these mapped using reverse kicksliders like the ones 02:50:116 (1,2) - ?
  8. 03:00:687 (5) - why not NC? theres a violin sound here
  9. 03:10:097 (1,2,1,2) - the first two pairs of kicksliders are justified, but these aren't, i think they should be streams. neither the violin nor the vocals support them being kicksliders.
  10. 03:13:686 (2) - change to circles? I think 03:13:544 (1,2) - being the exact same pattern as 03:13:829 (1,2) - would kill 03:13:829 (1,2) - 's emphasis since it has already been played, and the movement won't feel as impactful as before.
  11. 03:21:828 (1) - 02:54:401 (5) - why are the ncs different here?
  12. 03:23:685 (3,3) - these should be pushed back a tick in 1/8. they're really off.
  13. 03:33:899 (3,4) - these are just overmapped imo, no point in adding these here.
  14. 03:34:113 (1,2) - fix your blankets + 03:34:399 (2) - NC because of SV change
  15. 03:35:113 (2) - this shouldn't be here either, overmapped. If you do agree with this, change the NCing on this part to be consistent with 03:33:542 -
  16. 03:36:685 - to me it's really odd that the stream starts here and not 03:36:971 - . the vocals are a better indication of an intensity increase in this particular part, so wouldn't it be better to start the stream 03:36:971 - ? 03:36:685 - this part could just be mapped as 1 note on 03:36:685 - and thats it, it kind of feels overmapped if u place streams there
  17. 03:38:399 (2) - overmapped ._. i can see where you're going with this one though, it fits pretty well, so up to u.
  18. 03:43:828 (1,2,1,2,1,2,1) - sicc
  19. 04:16:113 (5,6,7,8) - any reason why not to use kicksliders here?


    im never modding metal ever again, back to my moe animu love live qtness
[/notice]
Topic Starter
TheKingHenry

_Meep_ wrote:

meepu toujou
mod
  1. 00:08:691 (4) - should just be a 1/4 slider, no need reverse. it gives more impact to 00:09:237 (1) - that way imo was this way for consistency's sake and to avoid the break and whatnot, and not exactly sure if it will impact 00:09:237 (1) - more. But you are right that it doesn't contain the same sounds as the ones before, so changed (it's also really easy change to do both ways lmao
  2. 00:48:510 (1) - sliderend not snapped to the inherited point? wew must've been due the remapping I made. Fixed
  3. 02:36:616 (4) - the vocal change is actually here instead, and not 02:36:687 - ,probs switch NCs? I actually made only the 1/2 vocal parts with kicksliders, the rest are too irregularly placed to NC or structure around, so basically it's mostly according to drums and guitar (mostly guitar since drums is pretty stable here) only with the kickslider emphasis of the 1/2 vocals
  4. 02:38:331 (4,1) - same problem happens here, i think its best off just making it an 8 note stream. the violins don't change in pitch inbetween these parts so it should be fine The guitar is still patterned in groups of four (basically on beat per pitch most of the time)
  5. 02:46:117 (1) - no point NCing, this, there isn't a vocal change at all, in fact, the stream shouldnt be changing directions here. The stream ain't even based on vocal though (or emphasised by it) The turning points (and NCs) are for the bass drum hits on the every other downbeat with the rest being the snare assault
  6. 02:53:259 (6) - 03:02:402 (6) - just wondering why aren't these NCed? clearly they have a different sound compared to the ones before them, and infront as well. Because it would be pointless short NC of only three objects; they don't need that kind of special treatment so I just NC according to the musical structure, where the emphasis point is at the current NC point
  7. 03:08:389 (1,2,3,4,1,2,3,4) - why aren't these mapped using reverse kicksliders like the ones 02:50:116 (1,2) - ? I don't think it's bad,
    the map progression is going towards more intense so having less breaks fits it. That aside, more importantly, with 03:08:389 (1,2,3,4,1,2,3,4) - there's vocal with them but with the other there ain't.
  8. 03:00:687 (5) - why not NC? theres a violin sound here First of all I think it's (synthetic) horn of some sort. Anyways, most of the time the orchestrations are just background stuff, and other instrumentalisations are more important, and thus they have less spotlight with emphasis. For example here it's just similar guitar+drum based stream as the others in this section. So TLDR I don't think the sound is important enough here to deserve significant emphasis since it contradicts the more emphasised parts of the music.
  9. 03:10:097 (1,2,1,2) - the first two pairs of kicksliders are justified, but these aren't, i think they should be streams. neither the violin nor the vocals support them being kicksliders. Not really, they are all based on the guitar chugs just like every other similar kickslider pattern in this section (with couple slight exceptions of 02:51:259 (1,2,1,2,1,2,1,2) - having vocal support with the guitar and 03:13:544 (1,2,1,2) - having both drums and orchestrations to support
  10. 03:13:686 (2) - change to circles? I think 03:13:544 (1,2) - being the exact same pattern as 03:13:829 (1,2) - would kill 03:13:829 (1,2) - 's emphasis since it has already been played, and the movement won't feel as impactful as before. Pretty much related to above for why it's like this; as for it not feeling as impactful, uh, why so? The entire catalogue of these patterns in this sections are to emphasis the repetitive chugs with back-and-forth, but the patterns move so not like the movement will stay still. Works perfectly fine imo
  11. 03:21:828 (1) - 02:54:401 (5) - why are the ncs different here? Because they are different patterns?With 02:54:116 (1,2,3,4,5,6,7) - the emphasis point is with orchestration at 02:54:545 (7) - and it's no point NCing lonely kickslider. Meanwhile with 03:21:828 (1) - the emphasis begins with vocal earlier, and with 2 objects distinct with vocal, NCing them is better option than not NCing. As for why no kickslider for 03:21:684 (3) - too since that's where the first vocal is, it's simple; it gives more time for the emphasis on the strong orchestration sound on 03:21:542 (1,2,3,4) - ; it's smoother with less broken rhythmic with the per beat patterning and most importantly, adding the kickslider would deliver most emphasis to it (the first one) which is not desirable since the first vocal is only leading sound towards the current first kickslider part.
  12. 03:23:685 (3,3) - these should be pushed back a tick in 1/8. they're really off. The drums are actually off here and there (as you've probably seen I've already done some stuff; I'd rather avoid additional timing as much as possible though, since it makes it play worse with unpredictable bpm changes. So I keep eyes on these comments to see how it goes and if it's needed I'll do additional timing.
  13. 03:33:899 (3,4) - these are just overmapped imo, no point in adding these here. How's making triple overmapping when there's triple in the music wutface
  14. 03:34:113 (1,2) - fix your blankets moved by one pixel god bless + 03:34:399 (2) - NC because of SV change Not necessary, I'm not fan of NC spam just for clarity on SV and I do it only occasionally, so no changes on this unless it seems players can't do this stuff without it. Which I doubt tbh
  15. 03:35:113 (2) - this shouldn't be here either, overmapped. If you do agree with this, change the NCing on this part to be consistent with 03:33:542 - There's clear sound here too though wot. Is the orchestration drowning the sounds for you? Sounds pretty clear to me, try going with slower speed if it helps lol
  16. 03:36:685 - to me it's really odd that the stream starts here and not 03:36:971 - . the vocals are a better indication of an intensity increase in this particular part, so wouldn't it be better to start the stream 03:36:971 - ? The 1/4 begins at 03:36:685 (1) - so so it shall be; I've noted those vocals there too though so I don't think there's any problem 03:36:685 - this part could just be mapped as 1 note on 03:36:685 - and thats it, it kind of feels overmapped if u place streams there Maybe I'm out of the loop, but I don't quite see how mapping the sounds in the song would be considered overmapping. Maybe if the song is straightforward 1/4 most of the time you could consider mapping something else too. But by no means would it still be overmapping in the meaning of the word
  17. 03:38:399 (2) - overmapped ._. i can see where you're going with this one though, it fits pretty well, so up to u. There's (weakish) cymbal sound here, not really overmapped.
  18. 03:43:828 (1,2,1,2,1,2,1) - sicc
  19. 04:16:113 (5,6,7,8) - any reason why not to use kicksliders here? You mean how the guitar chug is like what I did with kicksliders? Good question; it's because that'd basically mean I'd need to map whole 04:15:828 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,1) - with kickslider if I wanted to use the same emphasis. That wouldn't really be good idea it wouldn't work nearly as well as combining streams and kicksliders to be more dynamic entirety. So thus what it is now. Also let's be honest, not like I'd really need to from now on map every guitar chug as kickslider because I deemed it good emphasis in one section. If another sections seems like it'd be more fit some other way, so be it.


    im never modding metal ever again, back to my moe animu love live qtness sorry I didn't mean to traumatize modders >.<
[/notice]
Thanks for the mod!
Aeo
From your Weekend Queue

00:56:691 (1,1) - Shouldn't this be one long slider? Don't hear another noticeable sound at 00:57:782 -
01:01:328 (3,1) - Consider increasing DS here since the sounds here are much more significant than 01:02:691 (3,4)
01:04:328 (2,3) - Why did you map this part with two circles when you could've done one long slider from 01:04:328 to 01:05:350 (as well as other parts) and continue following the instrument as you have for other parts
01:08:146 (1,1) - Here as well? (Some other parts you could increase DS if you decided to use my suggestion but I'm lazy too list them all)
01:40:974 (1) - This could just be part of the yellow combo
01:41:831 (1) - Also 01:40:402 (1,2,1,2,1,2) - this could all be one combo since the only different sound I really hear is on 01:41:831 (3)
01:57:259 (5) - NC?
02:02:401 (4) - ^
02:04:110 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - - Listening to this part at 25% playback rate sounds a bit off. Are you sure timing here is correct?
02:23:831 (5,6) - Spacing should be a bit larger here imo since the sound is kinda 'rising' in a way
02:38:688 (5) - Why not use two kicksliders instead of a repeating one for consistency
02:41:544 to 02:43:187 - you have most streams about 8 notes but then from 02:43:830 to 02:44:901 - you go back to putting a NC on each 5th note of a stream. Since the music is basically the same and there's a noticeable beat on the 5th note of each stream, why not just keep 4 combo streams instead of the 8 note ones you have (idk if that's worded correctly, hopefully it makes sense)
02:46:688 (1,2) - Since you have some spacing at 02:47:830 (1,2) - add some spacing here too?
02:54:330 (4,6) - Not hearing any sound here?
03:04:972 (1,2) - Increase DS here, might throw players off
03:08:246 (7,1) - Flow here is weird compared to other kickslider to stream things you put

There was a recent clarification on song content rules (https://github.com/ppy/osu-wiki/pull/1049) so I'm not too sure if this song is technically allowed since the lyrics are a bit uhh... questionable
Topic Starter
TheKingHenry

Aeo wrote:

From your Weekend Queue

00:56:691 (1,1) - Shouldn't this be one long slider? Don't hear another noticeable sound at 00:57:782 - Indeed the pitch doesn't change but there's this "edge" anyways. Don't know what it's called in english but anyways it's pretty much the separation of sounds that happens when you change the direction of the bow while playing string instrument (source: I play string instruments among others). Kinda troll though since these are obviously synth strings
01:01:328 (3,1) - Consider increasing DS here since the sounds here are much more significant than 01:02:691 (3,4) 01:01:328 (3,1) - is already "larger" than you'd thin considering it's 1/4 while the others are 1/1. As you can see it's already of larger DS. Also for the "intensity" of 01:01:601 (1,2,3,4) - must be noted that the high back-and-forth spacing is pretty much the equivalent of the vocal pitch.
01:04:328 (2,3) - Why did you map this part with two circles when you could've done one long slider from 01:04:328 to 01:05:350 (as well as other parts) and continue following the instrument as you have for other parts Related to above, it's for the upcoming vocal parts that go "over" the other parts in the music
01:08:146 (1,1) - Here as well? (Some other parts you could increase DS if you decided to use my suggestion but I'm lazy too list them all) As above
01:40:974 (1) - This could just be part of the yellow combo Indeed it could, but at the same time there's nothing really saying it shouldn't be NCd on it's own and I like it since I think the string emphasis is strong enough for this to work better than just streamlining them to the same
01:41:831 (1) - Also 01:40:402 (1,2,1,2,1,2) - this could all be one combo since the only different sound I really hear is on 01:41:831 (3) Differen't doens't mean important, and this is pretty much NCd according to musical structure. One additional chime somewhere doesn't change the overall musical phrasing. Note that the NCs might not seem to be as expected due the structure of the song here: it's basically 6/4 but at the same time it's emphasising as 2/4 here and there and 3/4 here and there which can lead to confusion of some sorts.
01:57:259 (5) - NC? 01:56:974 (1,2,3,4,5,6,7,8) - is for drums which last 2 beats, so since the guitar emphasis is off, so is groups of 4. Mind me also that part of the guitar emphasis of 4 groups is the snare every beat which is now the essence of this 1/4 which already quite changes things.
02:02:401 (4) - ^ Same as above (except there's one snare hit less thus the kickslider)
02:04:110 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - - Listening to this part at 25% playback rate sounds a bit off. Are you sure timing here is correct? You should read the comments before regarding this tbh. So the drums are offtime here and there and I've already timed them here and there somewhat. It's just that to preserve the playability it is to be avoided to spam too many variable bpms in the middle of the streams and thus it stays slightly off somewhere. Also note that the guitar isn't necessarily on the same time as the drums and sometimes the bpm keeps stable with guitar while drums retard around (even if hitsounds hitsound drums mind me). As long as it significantly improves the gameplay quality and it doesn't sound retarded with actual normal playing speeds I'll have to sacrifice the "perfect" timing here.
02:23:831 (5,6) - Spacing should be a bit larger here imo since the sound is kinda 'rising' in a way Indeed it could but with 1/1 the spacings changes are pretty much meaningless unless drastic so I think it's fine the way it is. Guitar is moreso 1/4-ey there anyways and the constant drum+vocal hits feel more related to the actual rhythm of the map here.
02:38:688 (5) - Why not use two kicksliders instead of a repeating one for consistency Because there's none of the kickslider elements there for it. (which in this section pretty much mostly means vocal emphasis). Basically this is just slider instead of circle to give some breather to the players here
02:41:544 to 02:43:187 - you have most streams about 8 notes but then from 02:43:830 to 02:44:901 - you go back to putting a NC on each 5th note of a stream. Since the music is basically the same and there's a noticeable beat on the 5th note of each stream, why not just keep 4 combo streams instead of the 8 note ones you have (idk if that's worded correctly, hopefully it makes sense) First of all, there's plenty of streams grouped as 4 earlier in the kiai. It's just that due the kickslider emphasis in the kiai the combos are often atleast partly affected by the vocals, which happen to go more sparse during the middle sections (note that guitars keep the groups of 4 pretty much the whole time). So when vocals go for the groups of 4 again and line up with guitars of course I go back to it as well. Then from 02:44:974 (1) - on guitar stop and go for longer ones, vocal pretty much same, so thus changes the patterning
02:46:688 (1,2) - Since you have some spacing at 02:47:830 (1,2) - add some spacing here too? The nature of these pairs is completely different. While the idea of 02:46:687 (1) - is that the music stops (so does spacing); 02:47:830 (1,2) - are 2 fairly equal strong sounds and thus won't work with stack. Also more minor reason here but different gaps are good for different spacings as well
02:54:330 (4,6) - Not hearing any sound here? There's pretty clear constant bass drum 1/4 though
03:04:972 (1,2) - Increase DS here, might throw players off Not necessary, it's the same 1/1 short spacing emphasis as done many times before already
03:08:246 (7,1) - Flow here is weird compared to other kickslider to stream things you put How so? It's pretty much just sharp circular flow which is pretty common type overall. That being said I can't really play this without HT but I'll take some feedback from testplayers anyways. So far so good

There was a recent clarification on song content rules (https://github.com/ppy/osu-wiki/pull/1049) so I'm not too sure if this song is technically allowed since the lyrics are a bit uhh... questionable what are you on about this is totally a kids' bedtime story yeah I have kinda given couple thoughts to that as well. I'll check it with some peeps
Topic Starter
TheKingHenry

Aeo wrote:

There was a recent clarification on song content rules (https://github.com/ppy/osu-wiki/pull/1049) so I'm not too sure if this song is technically allowed since the lyrics are a bit uhh... questionable
Went and asked people and got the okay sign.
So added warning to the description.
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