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SawanoHiroyuki[nZk]:Tielle & Gemie - sh0ut

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Topic Starter
Gaia
This beatmap was submitted using in-game submission on November 22, 2017 at 9:45:27 PM

Artist: SawanoHiroyuki[nZk]:Tielle & Gemie
Title: sh0ut
Source: Re:CREATORS
Tags: milan- ely レクリエイターズ 澤野弘之 sawano hiroyuki shout recreators opening op 2V-ALK altair
BPM: 106
Filesize: 9415kb
Play Time: 03:56
Difficulties Available:
  1. aL†aiR (6.53 stars, 1016 notes)
  2. Collab Extra (5.86 stars, 889 notes)
  3. Easy (1.77 stars, 263 notes)
  4. Hard (3.58 stars, 650 notes)
  5. Milan-'s Insane (4.93 stars, 757 notes)
  6. Normal (2.42 stars, 436 notes)
Download: SawanoHiroyuki[nZk]:Tielle & Gemie - sh0ut
Information: Scores/Beatmap Listing
---------------
Does Altair also take powers from doujin? ( ͡° ͜ʖ ͡°)


special thanks -> Knotts & Meyrink for \\\\mp3////
Insane - Milan-nyan nyan
Extra - eLy x Gaia
Meyrink
thunk
Knotts
:shock:
Topic Starter
Gaia
Kalibe
sakebe !
Topic Starter
Gaia
saKalibae !
A s h e m u
Rank plz w

Shoot star ~ <3
Topic Starter
Gaia
mochiron! (。・ω・)ゞ

arigatou ashe-san ( ˘ω˘ )
Gat
Oh, It must've been very difficult. Lots of work.
gl with this map!
2 D - [LesTeR]
add video pl0zxc :^)
zzinggame
Best map
Milan-
Topic Starter
Gaia
we did it!!

thx milan-nyaaaaaaan (^=˃ᆺ˂)
Deadmadeon
Rank this plz!! :cry:
Ambrew
Hi! reaaally good map. really not much to find wrong in here! my mod:
[Milan's Insane]
01:46:595 (1,2,3,4,1,1) - i get the first part is the back and forth which you make previously but what is the rhythm there following? It sort of confused me since maybe not all of the vocals were interpreted here, so just curious as to the rhythm choice!

[Collab Extra]
00:16:878 (4,1) - Think it would be cooler if you stacked the end of one to the beginning of 4
00:32:868 (4,1) - looks slightly not inline, just adjust the 4 a bit here
00:35:981 (1) - Would it be too much if you removed this? I may be deaf but idk if I hear any vocal sound here, plus the spacing sort of jumps high here, kind of distracts from the calm flow you had before
01:50:557 (4,1,2) - This one seems more logical, though not sure about the NC'age here (only 2 combo?)
02:57:632 (4) - hmmm...slider on red tick to white tick... eh
03:55:368 (1) - I think a slightly faster sv could work here, I just feel like there's not enough emphasis

[Extra]
01:03:293 (1,2) - Interesting concept, but why such a small antijump
01:59:330 (1) - niiiceee
03:55:722 (1) - This feels pretttyy short, if anything not sure why it ends on red tick

Very fun jumps!
great map, great hitsounding
goodluck!
Nostalgic
yo m4m from your q!

my map: https://osu.ppy.sh/s/637223

General

  1. I feel like the bpm should be doubled
  2. I am still not a fan of the soft-hitwhistle2, or at the very least lower the volume of it. Especially starting from 02:52:255 the triangle sound really stands out for nothing.

Extra

  1. 00:02:444 (1) - shouldn't it be a 1/16 repeat slider?
  2. 01:25:085 (1) - stack on 01:24:519 (4) - sliderend instead? it makes the pattern here consistent with your style as well as the perfect stack
  3. 03:32:585 (6,1,2) - Compare the ds difference here with 01:03:151 (2,1,2) - the spacing of either of these must have been wrong

Collab

  1. 00:12:632 (1) - 00:14:330 (3) - 00:17:161 (1) - 00:18:859 (3) - and more... you sure bass drum on slidertail?
  2. 01:04:708 (1,2,3,4,5,6,7) - its definitely nothing wrong but I feel like the rhythm choice in extra diff is far more interesting than this
  3. 03:41:925 (4) - ctrl < ?

Other diffs look fine to me and I am not really good at modding easy/normal diffs. Overall a very promising set. GL!
Topic Starter
Gaia
Ambrew

Ambrew wrote:

Hi! reaaally good map. really not much to find wrong in here! my mod:

[Collab Extra]
01:50:557 (4,1,2) - This one seems more logical, though not sure about the NC'age here (only 2 combo?)
02:57:632 (4) - hmmm...slider on red tick to white tick... eh vocals, i changed the hitsounds up a bit so it's more obvious tho
03:55:368 (1) - I think a slightly faster sv could work here, I just feel like there's not enough emphasis seems fine to me for now, might consider it later tho

[Extra]
01:03:293 (1,2) - Interesting concept, but why such a small antijump emphasis hehe
01:59:330 (1) - niiiceee w
03:55:722 (1) - This feels pretttyy short, if anything not sure why it ends on red tick dunno, ask skystar x)

Very fun jumps!
great map, great hitsounding
goodluck!
Nostalgic

Nostalgic wrote:

yo m4m from your q!

my map: https://osu.ppy.sh/s/637223

General

  1. I feel like the bpm should be doubled the way the song is structured (percussion mainly) this is definitely 106 bpm
  2. I am still not a fan of the soft-hitwhistle2, or at the very least lower the volume of it. Especially starting from 02:52:255 the triangle sound really stands out for nothing. it's supposed to highlight the guitar(?) sound, i think it fits.

Extra

  1. 00:02:444 (1) - shouldn't it be a 1/16 repeat slider? no? i don't hear it
  2. 01:25:085 (1) - stack on 01:24:519 (4) - sliderend instead? it makes the pattern here consistent with your style as well as the perfect stack it would be inconsistent with my other stacks so i'd rather not
  3. 03:32:585 (6,1,2) - Compare the ds difference here with 01:03:151 (2,1,2) - the spacing of either of these must have been wrong they're 2 different sections, the latter being much more intense, and thus i gave it more distance despite still being an antijump

Collab

  1. 00:12:632 (1) - 00:14:330 (3) - 00:17:161 (1) - 00:18:859 (3) - and more... you sure bass drum on slidertail? following vocals here so yea it's fine
  2. 03:41:925 (4) - ctrl < ? mine flows better

Other diffs look fine to me and I am not really good at modding easy/normal diffs. Overall a very promising set. GL!

thanks for modding both of you, no reply are fixed.
MaridiuS
Greetings from my queue. Songs without apparent melody or slow vocals compared to the maps tempo are not my forte to modding. The freestyle mapping suits the song well.

[Extra]
  1. Consider giving an edgy name to the difficulty. You can analyze the lyrics or find synonyms for song name. Reason for that also is because you have another difficulty having "Extra" in its name.
  2. Generally I want to mention one thing, you can make the map much more organized by simply putting all partial overlaps to overlap the same amount in the section. 00:10:368 (1,5) - For example this is a lot of amount overlapped while 00:10:368 (1,2) - is a bit less and before that 00:09:802 (4,5) - even less of amount overlapped. So if there is no "I want chaos" or any other philosophical thoughts, you should choose one overlapping amount in a section and stick to it, it should look much more organized. You probably know but, easy way to make sure everything is on same amount is to put on distance snap on desirable level, then put circles 1/8 in timeline, one after the next, finally placing the note wherever you want however you want, but on equal spacing: https://osu.ppy.sh/ss/9379239 an example on 0.9x. This could apply to like... the whole map (with different amount on different sections). Then, of course, return the circles on firstly destined timelines.
  3. 00:11:642 (2,4) - Further more, unless really planned, mixing full overlaps and partial usually (to me) leads to poor design. There are of course examples of good usage, but some are not. https://osu.ppy.sh/ss/9379249 if you do it like this, I don't see the aesthetics / movement spacing emphasis hurting at all. It could just bring out more structured pattern building when a section is based on one type of overlaps. Of course overlaps late in the timeline are seen differently and could be mixed with some full overlaps for some desired effects on patterns etc. With the variable spacing and rhythm usage, I don't see problems in less variable spacing, when it could bring to more tidy structure.
  4. From the start to 00:04:708 - You should consider two things: Lowering the volume of the hitsounds, they're too loud for the song; Lowering the rhythm density, I had a lot of troubles picking up with the map, and so did a few other guys I asked for testplays. Especially on multiple retries players will get easily brainlocked and have to work with 100's to combo it. 00:00:180 (1,3) - good idea would be to make these two as sliders. Plus it doesn't make much sense for 00:00:321 (2,4) - to be circles since they're not of any importance like 00:00:180 (1,3) - in the section. Also the song is a bit messed up with offset going up and down on the start, which is probably why it is weird for me to play (00:00:321 (2) - this happens in the map before the sound is heard in the song)
  5. 00:09:236 - In this section there are some inconsistencies in spacing emphasis: 00:10:368 (1) - is given spacing like usual notes 00:11:500 (1) - while this one bigger. You usually tend to give bigger spacing to (1) notes, which is never a mistake, since those are the notes pretty prominent in the section. 00:17:161 (1) - low spacing etc. Take a look for yourself if you agree. More about spacing emphasis at 01:31:595 (4,1) at the lower part of mod.
  6. 00:21:689 (1) - You should give this more spacing, prominent vocal, new comboed and a heavy kick, back in the section you also have usually given (1)'s bigger spacing.
  7. 00:23:670 (3) - It's touching the timing bar at the bottom, not unrankable but I don't like seeing my timing bar being violated.
  8. 00:32:444 (3) - It is spaced too low. It should be like others: 00:27:349 (1,3,1) -
  9. 00:46:453 (5,2) - Wait did you just take barely hearable hithats, do some mad hitsounding, and then emphasize the hitsounds with spacing. !? Is this even okay I don't know first time seeing something like this, but my mapping knowledge tells me you should follow the song idk, I'll need some explaining here of what's going on. Especially since there are tons of places where you didn't actively map the hitsounded notes as circles: 00:48:293 (3,4) -, 00:50:557 (3) - etc.
  10. 00:52:113 (6) - This one is the one I especially don't understand. 00:51:972 (5) - You tend to usually follow vocals with a slider, here you didn't and have given a huge jump to (6) which is barely audible without hitsounds.
  11. 00:54:095 - There is a guitar sound hithat or whatever here. You seemed not to give any pauses in the song, and why now when it's right before the section reset. In fact I think now it should be the most spaced (considering you fill the 1/4 gap), like you did at the ending of the section 01:03:010 (1,2,1,2,1) - of course not with this spacing since it doesn't contain snares in the initial link. Very often do songs have a highest point right before a section reset, and here is no exception imo.
  12. 00:46:736 (2) - As there is a clap here, I expected it to be hitsounded like that on other parts like 00:51:264 (2) - and other such notes after the first clap sound.
  13. 01:01:736 (2,3) - This spacing is too low compared to 01:01:170 (6,1) - it's basically the same vocal line.
  14. 01:08:670 (3,1,3,1) - The way this pattern is right now, everything is on same spacing without anything really being emphasized. By utilizing spacing emphasis you can make these vocal sliders much more prominent, which I believe need to be since it is alwyas a good idea to emphasize something special and noticeable rather than keeping it all on same spacing.
  15. 01:31:595 (4,1) - (1) is strongly emphasized here with big spacing and not so comfy flow, while here it is purely bland 01:30:746 (1) - . 01:36:264 (6,1) - tons of places where this happens in this section though. When going freestyle in mapping with very variable rhythm and spacing, one thing that should never change is emphasis on important notes.
  16. 02:38:670 - Mman the scaling on this section. I'm pretty sure there are more people that would disagree on this section having this huge spacing, parrying kiais and such. In extra collab it is done much more easier than other parts, that means I assume you thought of intensity of sections, and decided on extra collab to give it less spacing and such. I just feel like you should rescale the whole section with lesser jumps and such, it is too spaced.
  17. 03:45:463 (1,1,1) - Same as 02:30:746 (1,1,1) - while in the first kiai it is not the same 01:16:029 (1,1,1) - . Just some connection I saw and I wouldn't make the last two have the same last pattern, especially if the first is not the same like them. You know music theory 1 3 2 4 xd
gl
coco
mod4mod from ur q
map https://osu.ppy.sh/s/683677

[xtra]
01:59:330 (1) - i like this
00:46:312 (4,5) and 00:46:595 (1,2) - different space y
00:49:991 (1) - i mean u could blanket this not blanket mod i promise
01:03:010 (1,2) - wow big
01:55:651 (1) - do u rly need nc
02:17:868 (2,1) vs 01:03:151 (2,1) spacing
02:38:670 (1) - section calmer than chorus but intensity of map feels too similar
03:54:378 (1,2) - just make 1/2 slider?
[collab]
00:05:274 (3) - 00:07:538 (3) - start on off beat
00:11:359 (5) - space more?
00:20:274 (5) - should blu be clickable
00:28:764 - should be clic
01:33:010 (1,2) - circle and repeat slider?
01:42:066 (1) - shouldnt section have denser rhythm
02:28:764 (3,4,5) - obtuse uwu
03:34:991 (7) - isnt this too far? also it looks like an even bigger difference cuz 03:34:000 (5)
[milan]
01:13:764 (1) - ik ur following bg music but it just feels awkward/underwhelming playing the slow rhythm after 01:04:708 (1,2,3) in all instances
03:39:802 (1,3) - ugly imo lo
[hard]
ok
Dubturt
hi m4m changed to botan just 4 u

[easy]
  1. 00:30:746 (5) - this have drum additions but similar stuff like 00:28:481 (3,4) - are soft additions
  2. 00:47:727 (4,5) - imo kind of hard movement
  3. 01:29:613 (3) - maybe its just me but i dont here sound on blue tick?
  4. 01:38:670 (3) - ^
  5. 03:26:783 (5,7) - dunno about this overlap
[normal]
  1. 01:25:793 (5,1) - hmm this plays or maybe looks weird , i suggest putting the head of 1 like right beside the tail of 5
    clean diff ^^
[hard]
  1. 00:20:557 (1,3,4,5) - doesnt look clean imo maybe because of the stacking caused by 4 and 1's tail
  2. 01:09:802 (6,2) - uh fix overlap
  3. 01:21:123 (3,1) - some players might think that they'll click the tail of 1
  4. 03:43:198 (5,6) - too spaced compared to the other similar parts
    ye i like the chorus parts
nothing to say about insane (i like it)

sorry i cant really mod extra diffs

ye nub mod
gl!
newton-
m4m, modded around the same drain as my entire set to be fair

[collab extra]
  1. 00:14:896 (1) - ctrlg for emphasis through spacing + sharp flowbreak?
  2. 00:16:878 (4,1) - should stack sliderend of 1 on 4's head to keep consistent with other earlier patterns such as 00:15:321 (3,1) -
  3. 00:23:812 (4,1) - space out? emphasis needed
  4. 00:53:387 (1,2) // 03:22:821 (1,2) - not sure thisll easily be read as 1/4 due to spacing. maybe nc 2 to be apparent? (02:08:104 (1,2) - isnt rlly a problem bc they still overlap
  5. 01:03:434 (4) - should be ctrlged so that 01:03:010 (1,2,3,4) - all points inwards. also flow break emphasis on next note
  6. 01:40:651 (4) - ctrlg for circular flow?
  7. 02:35:840 (1,2,1,2) - should be spaced more, some less intense kiai jumps have higher spacing than this really prominent snare thing
[extra]
  1. 00:14:189 // 00:23:246 - should have a note here to stay consistent with 00:16:029 (1,2,3) -
  2. 00:40:793 (5,1) // 03:10:227 (8,1) - having these stacked as a surprise would create more tension for the next section i think since you'll be abruptly stopping movement
  3. 00:44:330 (1,1) // 01:59:330 (1,1) - 1/4 jump for emphasis?
  4. 00:49:566 (5,1) - y no blanket u wu
  5. 00:52:113 (6,1) - should be more spaced than (5,6) since downbeat + that extra bell sound
  6. 01:12:349 (3,4) - shouldnt be as spaced as it is rn imo, (3,4) is a less prominent sound than (1,2) and yet it's more spaced
  7. 02:30:746 (1,1,1) // 03:45:463 (1,1,1) - should be overlapped/spaced instead of stacked like the other ones :/
  8. 03:32:585 (6,1) - shouldnt this also be highly spaced like stuff like 02:17:868 (2,1) -
alr posted my map to mod in ur q

good luck!
ItashaS13
  • Extra
    00:05:557 (4,5) - ugly overlap there w
    00:12:632 (1,2) - spacing to 2 is too much imo, should be less, like 00:11:076 (4,5) -
    00:17:161 (1) - do ctrl+g? so this slider heads to the right like 00:17:444 (2) - according to 00:08:104 (1,2) - both sound r the same so I think it would make more sense to make both sliders to head to the same direction w
    00:31:029 (2) - maybe rotate this like -33 (parallel as 00:30:746 (1) - ), while playing I was like uh that slider rotation is messed up but idk
    00:54:378 (2,1) - spacing between these is TOOOO short, 1 has a really strong sound + that "YYEEEEH" which is not emphasized at all, I can't feel it
    01:03:293 (1,2) - spacing too short, kinda awkward to take this after that big jump
    01:45:746 (2,3,4,5,6,7) - spacing should be nerfed, this part of the song is clearly less intense, but I feel like the map keeps the same as before, like 01:40:934 (1,2,3,4) - these jumps has the same spacing 3.18~ but as said, 01:45:746 (2,3,4,5,6,7) - is clearly less intense
    01:49:283 (2,3,4) - same, to much spacing imo suggestion-. http://osu.ppy.sh/ss/9388867
    02:33:576 (3,4) - I think that both sliders should not head to the same direction because you used that for other kind of sounds, and in the other kiai parts you never placed them like that
    02:26:783 (3,4,1,2) - should have mOre spacing
    03:23:670 (1,2) - ^
Topic Starter
Gaia
MaridiuS

MaridiuS wrote:

Greetings from my queue. Songs without apparent melody or slow vocals compared to the maps tempo are not my forte to modding. The freestyle mapping suits the song well.

[Extra]
  1. Consider giving an edgy name to the difficulty. You can analyze the lyrics or find synonyms for song name. Reason for that also is because you have another difficulty having "Extra" in its name. i'm open for suggestions, i guess? i dont really care either way so didn't really bother lol
  2. Generally I want to mention one thing, you can make the map much more organized by simply putting all partial overlaps to overlap the same amount in the section. 00:10:368 (1,5) - For example this is a lot of amount overlapped while 00:10:368 (1,2) - is a bit less and before that 00:09:802 (4,5) - even less of amount overlapped. So if there is no "I want chaos" or any other philosophical thoughts, you should choose one overlapping amount in a section and stick to it, it should look much more organized. You probably know but, easy way to make sure everything is on same amount is to put on distance snap on desirable level, then put circles 1/8 in timeline, one after the next, finally placing the note wherever you want however you want, but on equal spacing: https://osu.ppy.sh/ss/9379239 an example on 0.9x. This could apply to like... the whole map (with different amount on different sections). Then, of course, return the circles on firstly destined timelines. honestly, it doesn't really matter. I map based on visual spacing and as long as they're similar enough that's good for me, I dont plan on going back and making everything spaced exactly the same down to the decimal, really something i dislike doing
  3. 00:11:642 (2,4) - Further more, unless really planned, mixing full overlaps and partial usually (to me) leads to poor design. There are of course examples of good usage, but some are not. https://osu.ppy.sh/ss/9379249 if you do it like this, I don't see the aesthetics / movement spacing emphasis hurting at all. It could just bring out more structured pattern building when a section is based on one type of overlaps. Of course overlaps late in the timeline are seen differently and could be mixed with some full overlaps for some desired effects on patterns etc. With the variable spacing and rhythm usage, I don't see problems in less variable spacing, when it could bring to more tidy structure. similar to above i guess, i kinda just place them based on feeling,
    and let it fit in with the patterns around it
  4. From the start to 00:04:708 - You should consider two things: Lowering the volume of the hitsounds, they're too loud for the song; Lowering the rhythm density, I had a lot of troubles picking up with the map, and so did a few other guys I asked for testplays. Especially on multiple retries players will get easily brainlocked and have to work with 100's to combo it. 00:00:180 (1,3) - good idea would be to make these two as sliders. Plus it doesn't make much sense for 00:00:321 (2,4) - to be circles since they're not of any importance like 00:00:180 (1,3) - in the section. Also the song is a bit messed up with offset going up and down on the start, which is probably why it is weird for me to play (00:00:321 (2) - this happens in the map before the sound is heard in the song) volume sure, density is perfectly fine. This is the top diff, and it's not like i severely overmapped them. in any case, the map is obviously catered towards higher ranking players, and players of that caliber should have no problems landing these notes.
  5. 00:09:236 - In this section there are some inconsistencies in spacing emphasis: 00:10:368 (1) - is given spacing like usual notes 00:11:500 (1) - while this one bigger. You usually tend to give bigger spacing to (1) notes, which is never a mistake, since those are the notes pretty prominent in the section. 00:17:161 (1) - low spacing etc. Take a look for yourself if you agree. More about spacing emphasis at 01:31:595 (4,1) at the lower part of mod. changing flow is a nice way of showing emphasis, so i do that a lot. Again, my style is - as long as they're spaced similarly (meaning 1/2s won't get confused with 1/4s) then it's good in my books
  6. 00:21:689 (1) - You should give this more spacing, prominent vocal, new comboed and a heavy kick, back in the section you also have usually given (1)'s bigger spacing. yea so like above, a bit of a flow change here, don't want the jump to be huge since it really isn't warranted
  7. 00:23:670 (3) - It's touching the timing bar at the bottom, not unrankable but I don't like seeing my timing bar being violated.
  8. 00:32:444 (3) - It is spaced too low. It should be like others: 00:27:349 (1,3,1) -
  9. 00:46:453 (5,2) - Wait did you just take barely hearable hithats, do some mad hitsounding, and then emphasize the hitsounds with spacing. !? Is this even okay I don't know first time seeing something like this, but my mapping knowledge tells me you should follow the song idk, I'll need some explaining here of what's going on. Especially since there are tons of places where you didn't actively map the hitsounded notes as circles: 00:48:293 (3,4) -, 00:50:557 (3) - etc. uhh i didn't really map to the hitsounds tho, since i did the hitsounding after i finished mapping lol. the spacing in this section are all fairly standard, with the exception of jumps on snares, or powerful notes like the held vocals
  10. 00:52:113 (6) - This one is the one I especially don't understand. 00:51:972 (5) - You tend to usually follow vocals with a slider, here you didn't and have given a huge jump to (6) which is barely audible without hitsounds. flow breakish thing with the vocal tho, idk i picked this up from kibb and i like it
  11. 00:54:095 - There is a guitar sound hithat or whatever here. You seemed not to give any pauses in the song, and why now when it's right before the section reset. In fact I think now it should be the most spaced (considering you fill the 1/4 gap), like you did at the ending of the section 01:03:010 (1,2,1,2,1) - of course not with this spacing since it doesn't contain snares in the initial link. Very often do songs have a highest point right before a section reset, and here is no exception imo. i put the stop there to further emphasize the strong snare sound (it's colourhaxed), followed by 2 really low spaced notes for the pickup to the next section of the chorus. That sound you mentioned is really negligible since u can barely hear it lol
  12. 00:46:736 (2) - As there is a clap here, I expected it to be hitsounded like that on other parts like 00:51:264 (2) - and other such notes after the first clap sound. not exactly what u mean here, i literally copied hitsounds across the choruses so they're identical lol
  13. 01:01:736 (2,3) - This spacing is too low compared to 01:01:170 (6,1) - it's basically the same vocal line. same as earlier :s
  14. 01:08:670 (3,1,3,1) - The way this pattern is right now, everything is on same spacing without anything really being emphasized. By utilizing spacing emphasis you can make these vocal sliders much more prominent, which I believe need to be since it is alwyas a good idea to emphasize something special and noticeable rather than keeping it all on same spacing. emphasis on 01:09:236 (1) -
  15. 01:31:595 (4,1) - (1) is strongly emphasized here with big spacing and not so comfy flow, while here it is purely bland 01:30:746 (1) - . 01:36:264 (6,1) - tons of places where this happens in this section though. When going freestyle in mapping with very variable rhythm and spacing, one thing that should never change is emphasis on important notes. mm yea i agree, i gotta think about how i want to change this before i actually make the change tho.
    open for ideas !
  16. 02:38:670 - Mman the scaling on this section. I'm pretty sure there are more people that would disagree on this section having this huge spacing, parrying kiais and such. In extra collab it is done much more easier than other parts, that means I assume you thought of intensity of sections, and decided on extra collab to give it less spacing and such. I just feel like you should rescale the whole section with lesser jumps and such, it is too spaced. actually these have the exact same melody as the chorus, so i chose this to be like-the-chorus-but-different-rhythm kinda thing. seeing how this is a 6.5 star extra i think it is perfectly fine.
  17. 03:45:463 (1,1,1) - Same as 02:30:746 (1,1,1) - while in the first kiai it is not the same 01:16:029 (1,1,1) - . Just some connection I saw and I wouldn't make the last two have the same last pattern, especially if the first is not the same like them. You know music theory 1 3 2 4 xd lol omg i literally remapped these sections like 6 times and tbh I still am not satisfied. i'm open for suggestions if anyone has anything in mind
gl
it's a good mod, but i think the difference in our mapping values are too big so i had to disagree with a good portion of your suggestions.
Really appreciate your efforts though
cococolaco

cococolaco wrote:

mod4mod from ur q
map https://osu.ppy.sh/s/683677

[xtra]
01:59:330 (1) - i like this ty
00:46:312 (4,5) and 00:46:595 (1,2) - different space y not that big of a difference lol
00:49:991 (1) - i mean u could blanket this not blanket mod i promise
01:03:010 (1,2) - wow big that's.. the point
01:55:651 (1) - do u rly need nc ya i like doing this, in other sections of this diff, and in all my other maps
02:17:868 (2,1) vs 01:03:151 (2,1) spacing honestly as long as they give the same emphasis they don't have the be perfectly identical
02:38:670 (1) - section calmer than chorus but intensity of map feels too similar i wrote why in my response to MaridiuS above
03:54:378 (1,2) - just make 1/2 slider? actually im gunna change up the last 3 sliders
[collab]
01:33:010 (1,2) - circle and repeat slider? consistency with 01:23:953 (1,2) -
01:42:066 (1) - shouldnt section have denser rhythm i think it's calmer
02:28:764 (3,4,5) - obtuse uwu
03:34:991 (7) - isnt this too far? also it looks like an even bigger difference cuz 03:34:000 (5)

[hard]
ok
Dubturt

Dubturt wrote:

hi m4m changed to botan just 4 u good boi

[easy]
  1. 00:30:746 (5) - this have drum additions but similar stuff like 00:28:481 (3,4) - are soft additions
  2. 00:47:727 (4,5) - imo kind of hard movement looks fine 2 me
  3. 01:29:613 (3) - maybe its just me but i dont here sound on blue tick? both r vocals
  4. 01:38:670 (3) - ^
  5. 03:26:783 (5,7) - dunno about this overlap perfectly fine, the reverse gives plenty of time for players to read it too
[normal]
  1. 01:25:793 (5,1) - hmm this plays or maybe looks weird , i suggest putting the head of 1 like right beside the tail of 5 zzz i liek tho
    clean diff ^^ ^^"
[hard]
  1. 00:20:557 (1,3,4,5) - doesnt look clean imo maybe because of the stacking caused by 4 and 1's tail
  2. 01:09:802 (6,2) - uh fix overlap doesnt matter zzzz
  3. 01:21:123 (3,1) - some players might think that they'll click the tail of 1 hehe ^-^
  4. 03:43:198 (5,6) - too spaced compared to the other similar parts
    ye i like the chorus parts
nothing to say about insane (i like it)

sorry i cant really mod extra diffs

ye nub mod
gl!
newton-

newton- wrote:

m4m, modded around the same drain as my entire set to be fair

[collab extra]
  1. 00:53:387 (1,2) // 03:22:821 (1,2) - not sure thisll easily be read as 1/4 due to spacing. maybe nc 2 to be apparent? (02:08:104 (1,2) - isnt rlly a problem bc they still overlap since they're both sliders, even if they misread this slider leniency will still save them B)
  2. 01:40:651 (4) - ctrlg for circular flow? thats lame :/
  3. 02:35:840 (1,2,1,2) - should be spaced more, some less intense kiai jumps have higher spacing than this really prominent snare thing
[extra]
  1. 00:14:189 // 00:23:246 - should have a note here to stay consistent with 00:16:029 (1,2,3) - vocals are slightly different
  2. 00:40:793 (5,1) // 03:10:227 (8,1) - having these stacked as a surprise would create more tension for the next section i think since you'll be abruptly stopping movement nah i prefer mine
  3. 00:44:330 (1,1) // 01:59:330 (1,1) - 1/4 jump for emphasis? not what im going for
  4. 00:49:566 (5,1) - y no blanket u wu
  5. 00:52:113 (6,1) - should be more spaced than (5,6) since downbeat + that extra bell sound meh i still like this, blame kib
  6. 01:12:349 (3,4) - shouldnt be as spaced as it is rn imo, (3,4) is a less prominent sound than (1,2) and yet it's more spaced
  7. 02:30:746 (1,1,1) // 03:45:463 (1,1,1) - should be overlapped/spaced instead of stacked like the other ones :/ yeah give me good suggestions for these and i will consider it
  8. 03:32:585 (6,1) - shouldnt this also be highly spaced like stuff like 02:17:868 (2,1) - no it shouldnt
alr posted my map to mod in ur q

good luck!
Itasha_S13

Itasha_S13 wrote:

  • Extra
    00:05:557 (4,5) - ugly overlap there w beautiful overlapppp
    00:12:632 (1,2) - spacing to 2 is too much imo, should be less, like 00:11:076 (4,5) - theres a kick, also slider leniency makes this a lot easier than it looks
    00:17:161 (1) - do ctrl+g? so this slider heads to the right like 00:17:444 (2) - according to 00:08:104 (1,2) - both sound r the same so I think it would make more sense to make both sliders to head to the same direction w it makes more sense for it to not imo, distinction between the 2 sounds
    00:31:029 (2) - maybe rotate this like -33 (parallel as 00:30:746 (1) - ), while playing I was like uh that slider rotation is messed up but idk it's ctrl+h'd
    00:54:378 (2,1) - spacing between these is TOOOO short, 1 has a really strong sound + that "YYEEEEH" which is not emphasized at all, I can't feel it loool this was funny. but sadly that would ruin the pickup pattern i want to go for here
    01:03:293 (1,2) - spacing too short, kinda awkward to take this after that big jump ^, this is a 6.5 extra so players should b able to deal with stuff like this
    01:45:746 (2,3,4,5,6,7) - spacing should be nerfed, this part of the song is clearly less intense, but I feel like the map keeps the same as before, like 01:40:934 (1,2,3,4) - these jumps has the same spacing 3.18~ but as said, 01:45:746 (2,3,4,5,6,7) - is clearly less intense
    01:49:283 (2,3,4) - same, to much spacing imo suggestion-. http://osu.ppy.sh/ss/9388867
    02:33:576 (3,4) - I think that both sliders should not head to the same direction because you used that for other kind of sounds, and in the other kiai parts you never placed them like that ill change it later
    02:26:783 (3,4,1,2) - should have mOre spacing these are fine as they are lol
    03:23:670 (1,2) - ^

well replying took me an hour x-x
thx for modding! no reply = fixed.
_handholding
I took a look at the set in my own time and think it's good to be pushed

I'll give it a proper mod later this morning ~

Extra
I think having 1/8 gaps between spinners and another object is a bit overkill like 03:12:349 (1,1) (yh I know it's half bpm). Consider shortening spinners to blue ticks

00:01:453 (2) - im sitting on the fence with these... I'll get back to them later, maybe

02:27:066 (1,2,1) - How about switching things up like this? https://osu.ppy.sh/ss/9392619 This would give much more spacing emphasis to 02:27:349 (1) which I think would be ideal, like you did at 03:23:670 (1,2,1)

03:49:991 (1,2,3,4,5,6,7,8) - wow, and you call doormat a pp mapper

03:54:944 (1) - Move a bit closer so the 1/4 jump is more obvious? https://osu.ppy.sh/ss/9392633

Collab
Same as extra about spinners
00:44:330 (1,1) - The spacing of this 1/8 is really high and seems unfitting for the map. same with 01:59:330 (1,1) - and 03:13:764 (1,1) -

02:56:642 (2) - I'm guessing you placed this here to keep the structure of the map with underlaps but I think it would be better if it were placed in a position where it gave more spacing to 02:56:783 (1) . I just believe this would play better. How about this? https://osu.ppy.sh/ss/9392684

03:02:161 (4) - I think you can follow the vocals better here, since that's what you've been following in the whole section. Consider https://i.imgur.com/Hb9gMM5.png

Milan
yh.....

tbh this is really well mapped
[]I read the mods (including MariduiS' wall....) and added my own suggestions that werent mentioned. I'll mod the other diffs tomorrow ~
nextplay
01:06:406 check it out my dab! dab! dab!
01:15:463 check it out our dab! dab! dab!

xd
nice map!
Topic Starter
Gaia
Kisses

Kisses wrote:

I took a look at the set in my own time and think it's good to be pushed

I'll give it a proper mod later this morning ~

Extra
I think having 1/8 gaps between spinners and another object is a bit overkill like 03:12:349 (1,1) (yh I know it's half bpm). Consider shortening spinners to blue ticks uhh i dont really mind either way but tbh it's not very hard to play these lol xd

00:01:453 (2) - im sitting on the fence with these... I'll get back to them later, maybe uhh i could colourhax them as red so ppl know they're different if u want

02:27:066 (1,2,1) - How about switching things up like this? https://osu.ppy.sh/ss/9392619 This would give much more spacing emphasis to 02:27:349 (1) which I think would be ideal, like you did at 03:23:670 (1,2,1) not really the flow that i want zzz i think mine's more natural to play

03:49:991 (1,2,3,4,5,6,7,8) - wow, and you call doormat a pp mapper but he is : ) my maps give negative pp

03:54:944 (1) - Move a bit closer so the 1/4 jump is more obvious? https://osu.ppy.sh/ss/9392633

Collab
02:56:642 (2) - I'm guessing you placed this here to keep the structure of the map with underlaps but I think it would be better if it were placed in a position where it gave more spacing to 02:56:783 (1) . I just believe this would play better. How about this? https://osu.ppy.sh/ss/9392684

03:02:161 (4) - I think you can follow the vocals better here, since that's what you've been following in the whole section. Consider https://i.imgur.com/Hb9gMM5.png

[]I read the mods (including MariduiS' wall....) and added my own suggestions that werent mentioned. I'll mod the other diffs tomorrow ~

others are fixed, thx youyou for modding!
Erisan
Ambrew

00:16:878 (4,1) - Think it would be cooler if you stacked the end of one to the beginning of 4
:arrow: fix
00:32:868 (4,1) - looks slightly not inline, just adjust the 4 a bit here
:arrow: fix
00:35:981 (1) - Would it be too much if you removed this? I may be deaf but idk if I hear any vocal sound here, plus the spacing sort of jumps high here, kind of distracts from the calm flow you had before
:arrow: fix

Nostalgic

00:12:632 (1) - 00:14:330 (3) - 00:17:161 (1) - 00:18:859 (3) - and more... you sure bass drum on slidertail?
:arrow: fix
01:04:708 (1,2,3,4,5,6,7) - its definitely nothing wrong but I feel like the rhythm choice in extra diff is far more interesting than this
:arrow: keep

cococolaco

00:05:274 (3) - 00:07:538 (3) - start on off beat
:arrow: keep
00:11:359 (5) - space more?
:arrow: sound does not become big nor change, keep
00:20:274 (5) - should blu be clickable
:arrow: fix
00:28:764 - should be clic
:arrow: Since the sound is stretched, it is not a circle no no change

newton-

00:14:896 (1) - ctrlg for emphasis through spacing + sharp flowbreak?
:arrow: fix
00:16:878 (4,1) - should stack sliderend of 1 on 4's head to keep consistent with other earlier patterns such as 00:15:321 (3,1) -
:arrow: fix
00:23:812 (4,1) - space out? emphasis needed
:arrow: fix
00:53:387 (1,2) // 03:22:821 (1,2) - not sure thisll easily be read as 1/4 due to spacing. maybe nc 2 to be apparent? (
:arrow: keep

Kisses

00:44:330 (1,1) - The spacing of this 1/8 is really high and seems unfitting for the map.
:arrow: Because this slider is slow, I think that it can react reasonably keep

thank you for modding ;)
Milan-
r
@Ambrew, it follows the intruments, there's a pause in intensity on the last 2 objects so that's why the gap

@cococolaco 01:13:764 (1) it's mostly for variety, but it also works well with the change in vocals(the girl singing is other?)
03:39:802 (1,3) - uh but not sure what wouldnt be ugly to you xd seems fine to me atleast

thank you tho!
_handholding
Collab
02:05:274 (3) - https://osu.ppy.sh/ss/9401838 slightly offscreen

Extra
01:03:859 (2) - ^ https://osu.ppy.sh/ss/9401854

Insane
Fix tags for Milan

Hard
how about starting the map at 00:04:708 (1) - ? It comes off as a bit weird to the player that the earlier part was mapped in a lower difficulty and not a higher one (insane) . The density and spacing don't really portray the contrast in the different sections of the song. 00:00:180 (1) - and 00:04:708 (1) - edit: nvm the insane is actually the only diff that didn't map the intro, but I still think it'd be nice if you could show a bit more contrast with the intro and the section after

hp5 onegai ~ 4.5 at least, I won't rank anything lower than that

00:36:406 (1) - for this build I thought it would be nice and reflective of the song to reduce the density a little, so you can feel the calmness with a reduced amount of clicking. WHat do you think about deleting circles like 00:39:378 (2,5) - and/or some other changes of your preference?

03:34:566 (6,7) - A slightly harder pattern than the previous 2 kiais could be a nice and healthy difficulty spike, what do you think?

Normal
hp4

00:37:538 (2) - https://i.imgur.com/4Zoftzq.png ? based on how you mapped the previous measure

00:45:321 - no need to mute slider end. You can just have it as 80% like the start of the kiai. You will already have a contrast in volume with the hitsound additions given to 00:45:463 (1) and the muted slider end removes all feedback which is imho, un-ideal for 1/2 beats (1/4 at this bpm) for normal diffs.

01:32:161 (4) - missing whistle? There's a vocal sound here and you have a soft addition which makes me believe you meant to add whistle

Easy
00:39:802 (5) - whistle on end like 00:37:538 (2) . They're both vocals right?

01:31:595 (5) - suggestion ~ https://i.imgur.com/I6r2oSm.png

03:53:387 (1) - spinner suggestion. starting from 03:53:387 to 03:55:651 . I don't need to state my reasons for it just say whether you like it or not
[]w~

give me a source pls
Topic Starter
Gaia
Kisses pt2

Kisses wrote:

Collab
02:05:274 (3) - https://osu.ppy.sh/ss/9401838 slightly offscreen

Extra
01:03:859 (2) - ^ https://osu.ppy.sh/ss/9401854

Insane
Fix tags for Milan uhh i dont see anything wrong with it but fixed ??? lol

Hard
how about starting the map at 00:04:708 (1) - ? It comes off as a bit weird to the player that the earlier part was mapped in a lower difficulty and not a higher one (insane) . The density and spacing don't really portray the contrast in the different sections of the song. 00:00:180 (1) - and 00:04:708 (1) - edit: nvm the insane is actually the only diff that didn't map the intro, but I still think it'd be nice if you could show a bit more contrast with the intro and the section after lol dunno what exactly u want me to do, and besides its already kinda different with less note density with the 1/2 reverses

hp5 onegai ~ 4.5 at least, I won't rank anything lower than that

00:36:406 (1) - for this build I thought it would be nice and reflective of the song to reduce the density a little, so you can feel the calmness with a reduced amount of clicking. WHat do you think about deleting circles like 00:39:378 (2,5) - and/or some other changes of your preference?

03:34:566 (6,7) - A slightly harder pattern than the previous 2 kiais could be a nice and healthy difficulty spike, what do you think? 03:31:878 (1,2,3,4,5) - is alrdy hard enough for me , (i actualy had to nerf this diff before LOL)

Normal
hp4 i did 3.5 so now it's 2 -> 3.5 -> 5 at increments of 1.5

00:37:538 (2) - https://i.imgur.com/4Zoftzq.png ? based on how you mapped the previous measure should prob be consistent with 03:06:972 (2) - instead?

00:45:321 - no need to mute slider end. You can just have it as 80% like the start of the kiai. You will already have a contrast in volume with the hitsound additions given to 00:45:463 (1) and the muted slider end removes all feedback which is imho, un-ideal for 1/2 beats (1/4 at this bpm) for normal diffs.

01:32:161 (4) - missing whistle? There's a vocal sound here and you have a soft addition which makes me believe you meant to add whistle

Easy
00:39:802 (5) - whistle on end like 00:37:538 (2) . They're both vocals right?

01:31:595 (5) - suggestion ~ https://i.imgur.com/I6r2oSm.png i prefer instruments over vocals, just like 01:40:934 (5,6) - so i'd much rather skip vocals than the kicks

03:53:387 (1) - spinner suggestion. starting from 03:53:387 to 03:55:651 . I don't need to state my reasons for it just say whether you like it or not gomen lol ;;
[]w~

give me a source pls
http://recreators.tv/music/
http://www.sh-nzk.net/artist/sawanohiro ... /VVCL-1032
http://www.sh-nzk.net/artist/sawanohiro ... /VVCL-1098
no reply are fixed, thanks !!
_handholding
rip 6* Insane
Topic Starter
Gaia
got rekt by cloud's edgy diffname :')

thx kisses ^^
Senko-san
Oh. So much for me modding this lol...
VINXIS
02:31:736 (1) - i keep missing this cuz it feels super unnatural to hit prolly because the other 1s are on the left side,,3 doing this feels pretyt cool to play so id do that but yea

Nicr Tho
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