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Loki - Interlude

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Topic Starter
Chewin
This beatmap was submitted using in-game submission on mercoledì 13 settembre 2017 at 22:46:12

Artist: Loki
Title: Interlude
Tags: Tales of the Mountains featured artist symphony osu!
BPM: 175
Filesize: 12513kb
Play Time: 01:45
Difficulties Available:
  1. Drama (6,05 stars, 576 notes)
  2. Easy (1,46 stars, 126 notes)
  3. Hard (3,16 stars, 311 notes)
  4. Insane (5,01 stars, 376 notes)
  5. Normal (2,04 stars, 186 notes)
Download: Loki - Interlude
Information: Scores/Beatmap Listing
---------------


Easy: 100%
Normal: 100%
Hard: 100%
Insane: 100%
Drama: 100%

IT'S COOL TO HAVE SOMETHING DIFFERENT SOMETIME!
HUGE SPECIAL THANK TO LORDRAIKA FOR HITSOUNDING HELP!

REDOWNLOAD THE MAP IF YOU DID IT BEFORE THAN 2017/08/28

Song from Loki, featured artist of osu! : https://osu.ppy.sh/beatmaps/artists/7
Aurele
Topic Starter
Chewin

Gabe wrote:

not anymore :^)
LordRaika
Here goes the special hitsound request >w<
(You won't need Bass pitch anyway, so i won't include it here)

Loki - Interlude (Pitch Transcribe + Hitsound)

>>mp3<< Here is the final result of my arrangement >w< (A complete composition)

Pattern X1
00:00:155 - The Intro section from here until 00:10:955 -



This X1 Pattern, can be copy paste perfectly for this section :
00:11:126 - until 00:21:926 -
00:33:069 - until 00:43:869 -
00:44:040 - until 00:54:840 -
01:05:983 - until 01:16:783 -
Yep, that's the loop point >w<.
Pattern X2
00:22:097 - Pattern for this section until 00:32:897 -



This X2 Pattern also does have a repeat section, which is :
00:55:012 - until 01:05:812 -
Pattern X3
01:16:955 - Main Chorus 01:27:755 -



Yes, the loop point is for the next Chorus section with just a different instrumental.
(so feel free to copy or using the same timing or setting of 01:16:955 - for 01:27:926 -

For the last section, you could add an extra drum or cymbal.
Long Cymbal like 01:27:926 - , 01:29:297 -
Drum (for hitnormal easy and perfect spam) from 01:27:926 - until 01:38:555 -
Short Cymbal like 01:33:755 - , 01:34:440 - , 01:35:126 -


==== Tips : ======================================
You could rename the file of.... let's take C#6 as example and rename it to
soft-hitclap66, you should remember it forever as C#6, then you can use the
timing of S:66 for every C#6 like 01:16:955 - , 01:17:469 - , 01:18:326 - ,
01:18:840 - , 00:22:097 - , 00:22:440 - , 00:22:955 - and so on >w<
==============================================
That should cover all the main hitsound, Here is a little extra stuff.....
You probably won't need this, but still... here goes the String type section :

(Pitch from 00:11:126 - 00:21:412 - , Loop point at 00:33:069 - and 00:44:040 - )





(Outro from 01:38:897 - 01:45:069 - )

It's actually easy to fully hitsound it, you just have to add the timing...(one by one XD)
Good Luck >w<)b
Topic Starter
Chewin
THANK YOU SO MUCH RAIKAAAAAA ♥

Mapset is FKING READY!
Cheri
Meh I'm not doing this to get my map modded quicker (I rather it not be modded since it not ready like I thought and focusing on my other maps - up to you to still do so)

Hard

Can't actually find much so everything down below is just minor and can be ignored if you choose to do so

  1. 00:29:812 (4,5,6,1) - this could looks more like a square - Suggestion
  2. 01:21:069 (4) - this should had bigger distance like the previous one like this 01:18:326 (4) -
Normal

  • Basically same as hard - can't find much
  1. 00:02:897 (1,2) - these should basically be the same slider
  2. 01:42:326 (3) - there is a sound on the white tick here 01:42:669 - while I don't hear anything on blue tick (my be my hearing though) and I just feels it better to extend it to it
I gave a star because I like the map (only reason I mod it tbh)

Still learning sorry if this wasn't helpful :(
Topic Starter
Chewin

DJ Lucky wrote:

Meh I'm not doing this to get my map modded quicker (I rather it not be modded since it not ready like I thought and focusing on my other maps - up to you to still do so) You will get it quicker instead ♥

Hard

Can't actually find much so everything down below is just minor and can be ignored if you choose to do so

  1. 00:29:812 (4,5,6,1) - this could looks more like a square - Suggestion fixed I guess?
  2. 01:21:069 (4) - this should had bigger distance like the previous one like this 01:18:326 (4) - the spacing is x1.05 on both already! You think it is not the same because this part is not symmetric
Normal

  • Basically same as hard - can't find much
  1. 00:02:897 (1,2) - these should basically be the same slider I can't use the same because of the next sliders position but I made it similar!
  2. 01:42:326 (3) - there is a sound on the white tick here 01:42:669 - while I don't hear anything on blue tick (my be my hearing though) and I just feels it better to extend it to it
I gave a star because I like the map (only reason I mod it tbh)

Still learning sorry if this wasn't helpful :(

It has been helpful instead xD Thank you so much DJ Lucky!
tutuhaha
Hi~ o(* ̄▽ ̄*)ブ
M4M
[Easy]
01:35:468 (1) - Object's end is not snapped

[Normal]
01:32:383 (5,6,1) - too crowd may make them hard to read for new player '='
01:38:897 (1,2,1) - personally I feel there is too slow......

[Hard]
clear!(´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`)

[Insane]
00:52:269 (1,1) - adjust blanket?
clear!(´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`)

[Drama]
...c..clear(/ˍ・、)

Hardest M4M forever (ノ`Д´)ノ !
GL FOR RANK!
Topic Starter
Chewin

tutuhaha wrote:

Hi~ o(* ̄▽ ̄*)ブ
M4M
[Easy]
01:35:468 (1) - Object's end is not snapped fixed i guess

[Normal]
01:32:383 (5,6,1) - too crowd may make them hard to read for new player '=' I unstacked it a bit from (6) '='
01:38:897 (1,2,1) - personally I feel there is too slow...... I think it's fine :3

[Hard]
clear!(´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`)

[Insane]
00:52:269 (1,1) - adjust blanket? done i think xd
clear!(´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`)

[Drama]
...c..clear(/ˍ・、)

Hardest M4M forever (ノ`Д´)ノ !
GL FOR RANK!
Thank you (´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`) ♥
toybot
theres probably a more efficient way of keysounding this lo

[drama]
what kinda sucks is that the song doesnt rly justify the way u build up spacing, so weak parts dont fit so well in contrast to strong parts imo
that being said
00:09:755 (1,2,3,4,1,2,3,4) - could make these bigger to account for the higher ptch
00:35:812 (1,2,3,4) - have these fit into the cross shape u have going on w/ 00:36:497 (1,2,3,4,1,2,3,4,1,2,3,4) - ?
00:44:040 (1,2,3,4) - how come u have these into a triangle then just do a square based pattern w/ the next 3 combos
01:15:583 (1,2,3,4,1,2,3,4) - same as before
01:16:955 - imo you should save kiai for 01:27:926 -
01:38:897 (1,2,3,4,1) - make these into a straight line?

[insane]
00:12:497 (1) - imo this doesnt really fit as well as the other 2 3/2 sliders do, since the flute it seems to follow dies out on the white tick at 00:12:840 - . so holding for the same amt of time doesnt feel right
00:15:240 (1) - 00:17:983 (1) - same
also 00:11:812 (1,1) - no point in NCing them gameplay wise, and it just makes the map look messier
01:16:955 - even though this section is relatively calm, it generally uses bigger jumps than the more intense 01:27:926 - . should nerf them a bit
01:45:069 (1) - kinda think ctrl g this would be cool inc ontrast to 01:43:697 (1) -

[hard]
00:11:812 (1,1) - same as insane
00:17:297 (1,1) - maybe try to blanket these?
00:35:126 (7) - nc these? you do it at 00:37:869 (1) - + 00:40:612 (1) -
01:26:555 (1,2,3,4) - dont think these are in a perfect square lol

[normal]
01:38:897 (1,2,1) - these slight overlaps look so bad lmao

[easy]
01:00:497 (1,2) - you could make these parallel in shape
01:41:640 - really odd to leave this out / sacrifice it for the silent slider end, since you mostly follow the melody for this part

gl!
Maxylan
NM From my "Modding Madness!" queue!

[]

Insane
00:10:783 (2,1) - I don't think the sound played warrants that distance gap
00:11:126 (1,1) - Iffy overlap
Honestly alot of this difficulties diff is compromised by the same consistency issues as "Drama" so i'll just highlight one here and you can skip over reading this diff for a more detailed showcase of inconsistencies on the next diff. Sorry :/ I would've been more thourough for this mod but I'm kindof in a hurry
00:24:840 (1,2,3,4,1,2,3,4) - 00:30:326 (1,2,3,4,1,2,3,4) -
[]

Drama
00:24:840 (1,2,3,4,1,2,3,4) - 00:30:326 (1,2,3,4,1,2,3,4) - These are the same sounds yet mapped entirely differently, try and keep up consistency to some degree to avoid the beggining just feeling like random jumpspam
00:52:269 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Due to how this sound was mapped earlier (inconcistency) and how it's stacked and shaped like a stream these was a bitch and a half to read and after failing my playtest on this part I actually had to go into the editor to see how this was made xD
01:16:955 (1,1) - This entire jump section highlighted inbetween these notes is built on the exact same sound yet the shaped varies so so greatly and especially the distance, distance really is the last thing I can wrap my head around in this part, like it ends up being 3.50+ on this note 01:22:097 (1) ...
I was about to type "Cool gimmick you're using, having no sliders in the map"... But then I saw this 01:39:583 (1) and my heart became broken </3
01:45:755 - The MP3's cut makes the song stop extremely abruptly here, would be more fitting with a fade-out effect in the end.
[]

I think all you really need to do, is look through your diffs and change up the patterns to what match consistency and intensity of sounds. And I don't think this song in general supports these high star ratied difficulties like 6 and 5 because at some points the distance feels too over-emphasized and overmapped.
Still tho, it was great fun to play everything except drama lol! And I wish you the best of luck with this map!
Topic Starter
Chewin
I gave a rapid check to your mod posts and I noticed you are both complaining about the spacing I used on some repeating parts of the map.
I will be as clear as I can. Every line you mention "this pattern should be emphasized instead of keeping the same annoying structure" it's justifiable since my decision is not to emphasize the spacing/jump on higher pitches but to keep the same pattern every four downbeats with an increase of spacing everytime a new combo with 4 elements start (so at each downbeat). So.. the logic behind the patterns and the spacing I used doesn't have to be related on higher or lower pitches in the music but it has to be focused around to what I said: keeping the SAME pattern every 4 downbeats with a crescendo on the structure of the pattern itself. Let's be clearer:

00:00:155 (1) - till 00:22:097 (1) - every 4 downbeats (for example from here 00:00:155 (1) till here 00:02:040 (4)) I used the same straight circles pattern with a slight increase of the spacing everytime a new stanza starts (so each downbeat). To make an other example: 00:05:640 (1) till 00:08:212 (4) it's always the same logic, but always a crescendo in the spacing. Again: 00:08:383 (1) - till 00:10:955 (4) I again used the same structural patterns with just some minor changes here instead to make some variation (this change concerns the rotation on the squares: 1 time on the left, the next on the right, and again on left and then on right).

00:22:097 (1) - till 00:33:069 (1) - this is the only part of the music before kiai time that has some variation on notes where I indeed decided to make some jumps everytime the pitches become higher. And no, they are not overmapped or impossible to play. They are based on the intensity of the music and all the jumps are structured on a determined logic of pattern: this means they are flowing and not overmapped. Everyone enjoyed to play this map and everyone congratulated on how the jumps are set with a natural and confortable flow to play. Of course, the same reason has to be applied on the part between 00:55:012 (1) till 01:05:983 (1) for the repetitive part in the music.

In addition I would say: making random jumps (for higher pitches) on a repetitive map would be annoying af because they would appear even suddenly. In this way, instead, with my logic, I decided to make all the map structured at the same way on repetitive parts, just with variations between the same patterns.

Kiai time doesn't need to be described. It's the only not repetitive part where the spacing of patterns and jump are based on the intensity of the pitches except at parts like this 01:24:497 (1,2,3,4,1,2,3,4,1,2,3,4) - where the melody is totally the same (you can listen with no music and just with hitsounds).

I will check your mod as soon as possible but mostly of lines in which the structure of the pattern is mentioned this is the reason why that was structured and made in that way xP So I do not have to explain it everytime. I tried to be the most clearer possible. If there are some doubts or misunderstandings about my justification/motivation feel free to contact me and I will try to be clearer TwT

Also, I thank you in advance for your time on modding the mapset!
Kawashiro
M4M from ur Q

[Drama]
  1. 00:08:383 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - is there any reason to keep same ds in every combos? from 00:00:155 (1) - here to 00:08:212 (4) - here. you changed ds at every nc. ofc i know these part has small sound changing but it seems not a good reason to break your ds cycle.
  2. 00:16:612 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - y? why you didn't put jump like 00:11:126 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - here or 00:19:355 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - here. in my opinion. the mood of this song is decreased at 00:19:355 (1) - here because of flute sound. if you want to stop using jump. it should be start at 00:19:355 (1) - here. anyway i think it was too sudden to didn't use jumps.
  3. 00:23:126 (3,4) - Hmm, i think you should not use jump at here. u kept same ds at 00:22:097 (1,2,3,4) - here so i think keep same ds 00:22:097 (1,2,3,4,1,2,3,4) - all of them would better and can emphasize 00:23:469 (1,2,3,4,1,2,3,4) - these jumps
  4. 01:14:212 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - almost same suggestion at my first things.
  5. 01:39:583 (1,1) - I think... sv is too fast. u put circle like 01:38:897 (1,2,3,4) - here but slider seems faster than these circles. decrease sv seems better imo
[Easy]
  1. 00:20:726 (1) - Is there any reason to put NC? del this you put nc every 8 bit so keep this cycle will better imo.
  2. 00:53:640 (1) - ^
  3. 01:41:640 - put circle will better imo. the flute sound is start at here and u didn't skip any downbeat except here.
And i think the difficulty gap between hard and insane seems too large. the gaps between all diffs are 0.38 - 1.14 - 1.96 - 0.91. maybe u should map light insane.

sry for short modding. GL
Topic Starter
Chewin

toybot wrote:

theres probably a more efficient way of keysounding this lo

[drama]
what kinda sucks is that the song doesnt rly justify the way u build up spacing, so weak parts dont fit so well in contrast to strong parts imo
that being said
00:09:755 (1,2,3,4,1,2,3,4) - could make these bigger to account for the higher ptch
00:35:812 (1,2,3,4) - have these fit into the cross shape u have going on w/ 00:36:497 (1,2,3,4,1,2,3,4,1,2,3,4) - ? yes?
00:44:040 (1,2,3,4) - how come u have these into a triangle then just do a square based pattern w/ the next 3 combos because the (4) elements that should create a square is stacked with previous element that will become the fulcrum of the whole next triangle patterns
01:15:583 (1,2,3,4,1,2,3,4) - same as before
01:16:955 - imo you should save kiai for 01:27:926 - the song starts changing here
01:38:897 (1,2,3,4,1) - make these into a straight line? nice catch, fixed

[insane]
00:12:497 (1) - imo this doesnt really fit as well as the other 2 3/2 sliders do, since the flute it seems to follow dies out on the white tick at 00:12:840 - . so holding for the same amt of time doesnt feel right I agree that the flute ends earlier but hits is a personal choice so that I can leave 1/2 rhythm only at sliders like 00:15:926 (1,2) - 00:18:669 (1,2) - to open the new flute section properly. The 1/2 rhythm is reserved to these
00:15:240 (1) - 00:17:983 (1) - same
also 00:11:812 (1,1) - no point in NCing them gameplay wise, and it just makes the map look messier actually it makes this part more particular with these NC lol being this mapped on flute sounds I wanted to make this look visually different from the piano parts
01:16:955 - even though this section is relatively calm, it generally uses bigger jumps than the more intense 01:27:926 - . should nerf them a bit
01:45:069 (1) - kinda think ctrl g this would be cool inc ontrast to 01:43:697 (1) - I will think about this. The sudden change of spacing looks so random but at the same time it looks interesting mmh..

[hard]
00:11:812 (1,1) - same as insane
00:17:297 (1,1) - maybe try to blanket these? sure thing
00:35:126 (7) - nc these? you do it at 00:37:869 (1) - + 00:40:612 (1) - yea u're right @.@
01:26:555 (1,2,3,4) - dont think these are in a perfect square lol not a big issue but fixed i guess

[normal]
01:38:897 (1,2,1) - these slight overlaps look so bad lmao eh can't do anything being the section lowered with green line

[easy]
01:00:497 (1,2) - you could make these parallel in shape changed in a different way
01:41:640 - really odd to leave this out / sacrifice it for the silent slider end, since you mostly follow the melody for this part it's intentional because if I increased this slider's tail it would become too loud for the low pitch of the sound. It is even consistent with all previous parts

gl!
Thanks ;)
Topic Starter
Chewin

Maxylan wrote:

NM From my "Modding Madness!" queue!

[]

Insane
00:10:783 (2,1) - I don't think the sound played warrants that distance gap ?
00:11:126 (1,1) - Iffy overlap cute overlap*
Honestly alot of this difficulties diff is compromised by the same consistency issues as "Drama" so i'll just highlight one here and you can skip over reading this diff for a more detailed showcase of inconsistencies on the next diff. Sorry :/ I would've been more thourough for this mod but I'm kindof in a hurry
00:24:840 (1,2,3,4,1,2,3,4) - 00:30:326 (1,2,3,4,1,2,3,4) -
[]

Drama
00:24:840 (1,2,3,4,1,2,3,4) - 00:30:326 (1,2,3,4,1,2,3,4) - These are the same sounds yet mapped entirely differently, try and keep up consistency to some degree to avoid the beggining just feeling like random jumpspam i wanted to apportate some variations on spacing because it is closing this section and it does well only if I increase the spacing a bit compared to the previous part
00:52:269 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Due to how this sound was mapped earlier (inconcistency) and how it's stacked and shaped like a stream these was a bitch and a half to read and after failing my playtest on this part I actually had to go into the editor to see how this was made xD this is lovely and appreciated by high rank players, they didn't have any issue at reading it
01:16:955 (1,1) - This entire jump section highlighted inbetween these notes is built on the exact same sound yet the shaped varies so so greatly and especially the distance, distance really is the last thing I can wrap my head around in this part, like it ends up being 3.50+ on this note 01:22:097 (1) ...
I was about to type "Cool gimmick you're using, having no sliders in the map"... But then I saw this 01:39:583 (1) and my heart became broken </3
01:45:755 - The MP3's cut makes the song stop extremely abruptly here, would be more fitting with a fade-out effect in the end. I KNOW I CAN'T DO ANYTHING SADLY BRO TWT It's the official version of the song. I didn't cut ir or anything
[]

I think all you really need to do, is look through your diffs and change up the patterns to what match consistency and intensity of sounds. And I don't think this song in general supports these high star ratied difficulties like 6 and 5 because at some points the distance feels too over-emphasized and overmapped.
Still tho, it was great fun to play everything except drama lol! And I wish you the best of luck with this map!
thx
Topic Starter
Chewin

Kawashiro wrote:

M4M from ur Q

[Drama]
  1. 00:08:383 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - is there any reason to keep same ds in every combos? from 00:00:155 (1) - here to 00:08:212 (4) - here. you changed ds at every nc. ofc i know these part has small sound changing but it seems not a good reason to break your ds cycle. As I mentioned in the previous wall text post this variation is not based on the spacing but: "00:08:383 (1) - till 00:10:955 (4) I again used the same structural patterns with just some minor changes here instead to make some variation (this change concerns the rotation on the squares: 1 time on the left, the next on the right, and again on left and then on right)."
  2. 00:16:612 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - y? why you didn't put jump like 00:11:126 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - here or 00:19:355 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - here. in my opinion. the mood of this song is decreased at 00:19:355 (1) - here because of flute sound. if you want to stop using jump. it should be start at 00:19:355 (1) - here. anyway i think it was too sudden to didn't use jumps. because I already used square jumps and I passed to straight lines patterns with increasing spacing for consistency, like the rest of the map o.o'
  3. 00:23:126 (3,4) - Hmm, i think you should not use jump at here. u kept same ds at 00:22:097 (1,2,3,4) - here so i think keep same ds 00:22:097 (1,2,3,4,1,2,3,4) - all of them would better and can emphasize 00:23:469 (1,2,3,4,1,2,3,4) - these jumps
  4. 01:14:212 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - almost same suggestion at my first things.
  5. 01:39:583 (1,1) - I think... sv is too fast. u put circle like 01:38:897 (1,2,3,4) - here but slider seems faster than these circles. decrease sv seems better imo lol yea i didn't notice it and you are the first one to catch this. This should be lowered for consistency with all diffs indeed. Fixed and thanks :3
[Easy]
  1. 00:20:726 (1) - Is there any reason to put NC? del this you put nc every 8 bit so keep this cycle will better imo. fixed
  2. 00:53:640 (1) - ^ fixed
  3. 01:41:640 - put circle will better imo. the flute sound is start at here and u didn't skip any downbeat except here. it sounds so bad actually as circle (it would be nice as slider) but the lowered spacing makes it overlap with previous slider's tail. So i decided to keep this hole with just using a slider 01:42:326 (2) - that opens the next section more appriopriately. If I used a slider I couldn't do this because it would end where this slider actually starts and the new section wouldn't get this kind of opening anymore. I do not know if I have been clear xD
And i think the difficulty gap between hard and insane seems too large. the gaps between all diffs are 0.38 - 1.14 - 1.96 - 0.91. maybe u should map light insane. You guys should not be so attached to star rating. It's an automatic system that doesn't even judge the map objectively from a gameplay point of view. It's a perfect spread as you can notice by selected symbols from the system.

sry for short modding. GL
Thanks ;)
Phos-
Hey, m4m from your queue!

[General]
  1. Your soft-hitfinish4 seems to have a delay > 5ms, which goes against the RC.
  2. Likewise, the following hitsounds appear to be unused:
    soft-hitwhisle17.wav
    soft-hitwhistle16.wav
    soft-sliderslide15.wav
    soft-sliderslide16.wav
  3. The difficulty difference between hard and insane is very high. In hard, the usage of jumps are quite scarce, with most of them being two sliders and then back to distance snap. The circles on hard conform to distance snap very well, with only one jump featuring them at the end. And then going onto insane, you're using massive jump patterns like 01:22:955 (4,1,2,3,4,1,2,3,4) - along with confusing patterns like 01:05:983 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) -. Although this spread is still technically rankable, I still think you should add another difficulty in between hard and insane for the sake of improving mapset quality.
[Easy]
  1. 00:18:669 (3,1) - Newcomers would respond better if this pattern formed a perfect triangle. This is because the pattern would look more structured as a whole and I think it'll generally look nicer.
  2. 00:53:640 (2) - You should tone down the curve on this slider because like I mentioned above, new players will respond better to non-overlapping slider ends. Even if you choose to not apply the above suggestion, I still feel like you should tone it down so it is consistent, because the ends of 00:19:355 (1) - overlap less than 00:53:640 (2) -
  3. 01:12:840 (3,1) - Either move (1) to the left to create a blanket, enhancing visuals; or move (1) to the right in make it flow smoother. Right now it's kind of in-between so it doesn't look or flow as nice as it could.
[Normal]
  1. 00:46:097 (3,1) - This blanket has room for improvement, I noticed it during my blind test-play.
  2. 01:14:212 (1,2,3,4) - Hmm. In the song, the pitch of the piano raises but these four sliders eventually lead the player back to where they started. You can make it represent the music a bit better by moving (4) somewhere different, because the song constantly raises in pitch - it doesn't go back down.
  3. 01:43:012 (1,1) - Not a fan of the two straight sliders here. Given the way the instrument changes in pitch, these sliders go against what the song is trying to say. I would curve them a bit, or give them a a wavy shape.
[Hard]
  1. 00:19:355 (1,1) - I'd make the spacing throughout these sliders equidistant. As you can see, the distance at the middle of the sliders is closer than the two ends. I think it would look nicer that way.
  2. 01:38:212 (3,4,5,6) - Bit of a confusing difficulty spike. This is the first and only time you have doubles stacked under slider ends. Them being jumps as well, I just feel like they'll greatly confuse the player. I would rework this pattern - keep the jump, just make it less confusing.
[Insane]
  1. 00:33:069 (1,2,3,4) - This triangle looks a bit lopsided, and I think it can especially be noticed during gameplay because of how the pattern repeats itself,
    so I'd make it look a bit nicer.
  2. 01:43:012 (1,1,1) - With these three notes, I don't like how the spacing disregards the intensity of the music. The first to the second one has the most spacing, despite it being the weakest note in the song; and second to the third one weirdly has the least amount of spacing. I would ramp up the spacing here to it is progressively getting higher with the music.
  3. 01:44:383 (1,1) - Likewise, the circular flow gets broken here for seemingly no reason. I think it would play better, and represent the music better if you kept the circular flow going.
[Drama]
  1. 00:52:269 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I'd make the spacing changes more drastic here. It's quite an intense part of the song, so it's strange seeing the spacing here be so low.
  2. 01:14:212 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Maybe you could do something here to make it more intense? eg. you could have them slowly space out into small squares to match the increments in pitch. This is the same kind of pattern introduced in the beginning of the map when the music was much calmer (00:08:383 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - ) so I feel that doing my suggestion would better represent the music.
Nice map overall. I liked the concept of Drama being mainly circles, and the keysounding was excellent. It's a unique kind of map we haven't seen in a while. Just make sure to fix what I've pointed out with the files. Good luck! ~
sleepy kira
hey there!
oh my god, why do you ask me to mod your map. You are an osu! Alumni and I am nothing lmao.
but ok, let's go.

Everything in this mapset is really great. The song, the hitsounds and... ok, maybe not the difference between the difficulties itself.
Hard and Insane are nearly 2 stars away from each other. Maybe a Light Insane diff? You don't have tho.

I'm quite new to modding, so please take everything I say with a grain of salt.
Also, most things that I point out are alternatives, because I think your map does not have any clear mistakes. (You can ignore them if you want lol)

[Normal]

01:45:069 (1) - Maybe extend the slider till the last beat. Fits better.

[Hard]

00:16:269 (2) - Offscreen in the editor, perfect on the playfield. Maybe move it down a bit.


[Insane]

01:30:326 (1) - That one is offscreen in the editor, but works when playing, you could move it up a little.

my favorite diff in this map by the way. First Tablet-Only Pass? owo

--

Okay. That is basically it.
There is nothing in this map that isn't good.

You don't have to give me Kudosu for this short "mod".
I really hope you get this ranked =D Gotta shoot a star for this one c:
Topic Starter
Chewin

mgmn wrote:

hey there!
oh my god, why do you ask me to mod your map. You are an osu! Alumni and I am nothing lmao.
but ok, let's go.

Everything in this mapset is really great. The song, the hitsounds and... ok, maybe not the difference between the difficulties itself.
Hard and Insane are nearly 2 stars away from each other. Maybe a Light Insane diff? You don't have tho. Spread is ok


[Normal]

01:45:069 (1) - Maybe extend the slider till the last beat. Fits better. No it's consistent with all diffs and the sound ends there

[Hard]

00:16:269 (2) - Offscreen in the editor, perfect on the playfield. Maybe move it down a bit. It's ok.. it's not even covered by HP bar (just by its shadow lol not a big issue, i can't move it or i destroy the triangle)


[Insane]

01:30:326 (1) - That one is offscreen in the editor, but works when playing, you could move it up a little. as far as the circle doesn't go off screen it's all perfect :3 I am making a triangle with previous circles too and I can't move it upward

my favorite diff in this map by the way. First Tablet-Only Pass? owo

--

Okay. That is basically it.
There is nothing in this map that isn't good.

You don't have to give me Kudosu for this short "mod".
I really hope you get this ranked =D Gotta shoot a star for this one c:
I always give kudosu to you guys that gently spend time to help me. Thank you even if I didn't fix anything ><
Topic Starter
Chewin

-Faded- wrote:

Hey, m4m from your queue!

[General]
  1. Your soft-hitfinish4 seems to have a delay > 5ms, which goes against the RC. Are you sure? I don't hear any delay actually '-'
  2. Likewise, the following hitsounds appear to be unused:
    soft-hitwhisle17.wav
    soft-hitwhistle16.wav
    soft-sliderslide15.wav
    soft-sliderslide16.wav Yea.. Fixed!
  3. The difficulty difference between hard and insane is very high. In hard, the usage of jumps are quite scarce, with most of them being two sliders and then back to distance snap. The circles on hard conform to distance snap very well, with only one jump featuring them at the end. And then going onto insane, you're using massive jump patterns like 01:22:955 (4,1,2,3,4,1,2,3,4) - along with confusing patterns like 01:05:983 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) -. Although this spread is still technically rankable, I still think you should add another difficulty in between hard and insane for the sake of improving mapset quality. Hard is mapped like an Hard, Insane like an Insane. I do not see why you guys are complaining so hard about this spread honestly.. yea maybe insane is a bit harder than hard diff compared to nowadays hard-insane spread, but they both are fitting the kind of diff they are mapped for
[Easy]
  1. 00:18:669 (3,1) - Newcomers would respond better if this pattern formed a perfect triangle. This is because the pattern would look more structured as a whole and I think it'll generally look nicer. I made the triangle perfect between slider's tails but I won't change the curve of the (1) slider
  2. 00:53:640 (2) - You should tone down the curve on this slider because like I mentioned above, new players will respond better to non-overlapping slider ends. Even if you choose to not apply the above suggestion, I still feel like you should tone it down so it is consistent, because the ends of 00:19:355 (1) - overlap less than 00:53:640 (2) - I do not change the shape of the slider but with previous fix I have made them curved at the same way
  3. 01:12:840 (3,1) - Either move (1) to the left to create a blanket, enhancing visuals; or move (1) to the right in make it flow smoother. Right now it's kind of in-between so it doesn't look or flow as nice as it could. I placed it on the horizontal line of the grid so it's symmetric with the whole previous pattern at 01:11:469 (1,2,3)
[Normal]
  1. 00:46:097 (3,1) - This blanket has room for improvement, I noticed it during my blind test-play. Nice catch, it was very ugly. Fixed!
  2. 01:14:212 (1,2,3,4) - Hmm. In the song, the pitch of the piano raises but these four sliders eventually lead the player back to where they started. You can make it represent the music a bit better by moving (4) somewhere different, because the song constantly raises in pitch - it doesn't go back down. I decided to keep the pattern structured like this because it's anyways a repeating pattern like I did for the rest of the map (for example 4 sliders only or 4 circles only and here i decided to use 4 1/2 repeating sliders only). If I changed this I would destroy the consistency xD
  3. 01:43:012 (1,1) - Not a fan of the two straight sliders here. Given the way the instrument changes in pitch, these sliders go against what the song is trying to say. I would curve them a bit, or give them a a wavy shape.Nah I like them xP I guess it's just a personal taste i guess
[Hard]
  1. 00:19:355 (1,1) - I'd make the spacing throughout these sliders equidistant. As you can see, the distance at the middle of the sliders is closer than the two ends. I think it would look nicer that way. I fixed it in the best way I could
  2. 01:38:212 (3,4,5,6) - Bit of a confusing difficulty spike. This is the first and only time you have doubles stacked under slider ends. Them being jumps as well, I just feel like they'll greatly confuse the player. I would rework this pattern - keep the jump, just make it less confusing. I changed these into 2 sliders!
[Insane]
  1. 00:33:069 (1,2,3,4) - This triangle looks a bit lopsided, and I think it can especially be noticed during gameplay because of how the pattern repeats itself,
    so I'd make it look a bit nicer. Very nice catch. This has been a bit hard to fix but fixed!
  2. 01:43:012 (1,1,1) - With these three notes, I don't like how the spacing disregards the intensity of the music. The first to the second one has the most spacing, despite it being the weakest note in the song; and second to the third one weirdly has the least amount of spacing. I would ramp up the spacing here to it is progressively getting higher with the music.
  3. 01:44:383 (1,1) - Likewise, the circular flow gets broken here for seemingly no reason. I think it would play better, and represent the music better if you kept the circular flow going.Well. I fixed these 2 points with changing sliders and to keep always the same spacing that is *passively* increased by SV change.
[Drama]
  1. 00:52:269 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I'd make the spacing changes more drastic here. It's quite an intense part of the song, so it's strange seeing the spacing here be so low. Like I said before on this kind of repetitive parts I just decided to use not-spaced patterns that on each downbeat get a little increase of spacing. I won't change it idc about music intensity
  2. 01:14:212 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Maybe you could do something here to make it more intense? eg. you could have them slowly space out into small squares to match the increments in pitch. This is the same kind of pattern introduced in the beginning of the map when the music was much calmer (00:08:383 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - ) so I feel that doing my suggestion would better represent the music. Same as before
Nice map overall. I liked the concept of Drama being mainly circles, and the keysounding was excellent. It's a unique kind of map we haven't seen in a while. Just make sure to fix what I've pointed out with the files. Good luck! ~
Thank you so much! This mod was helpful :3 and I am glad you like it. Thanks!
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