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HoneyWorks - Miraizu feat.Aida Miou(CV:Toyosaki Aki)

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Topic Starter
Fycho
This beatmap was submitted using in-game submission on 2015年6月13日 at 20:58:21

Artist: HoneyWorks
Title: Miraizu feat.Aida Miou(CV:Toyosaki Aki)
Tags: 僕じゃダメですか? ~「告白実行委員会」キャラクターソング集~ 告白実行委員会 Kokuhaku Jikkou Iinkai Boku ja Dame desuka?
BPM: 178
Filesize: 6028kb
Play Time: 02:59
Difficulties Available:
  1. Easy (1.67 stars, 197 notes)
  2. Hard (3.34 stars, 429 notes)
  3. Insane (4.39 stars, 536 notes)
  4. Normal (2.25 stars, 322 notes)
  5. Special (5.75 stars, 683 notes)
Download: HoneyWorks - Miraizu feat.Aida Miou(CV:Toyosaki Aki)
Information: Scores/Beatmap Listing
---------------
Toyosaki Aki - Miraizu ♪

BG: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=48897080
>_<
click
“经常在歌曲达到情绪最高潮的时候,突然伴奏戛然而止,只留人声,几小节后所有配器一起进,感觉把音乐的情绪又推进了一个层次。”

通常,编曲人会称这种行为叫“刹车”,它常见于副歌末段或桥段,极少见的还有副歌开始时和间奏。

1)音乐发展到“刹车”点(突弱点)时,情绪通常发展到较高点。我们在这里开脑洞量化一下,就当它的情绪值是80。

2)这时突然刹车,留下极少的伴奏(或者干脆没有)乐器和主唱/Solo乐器。由于配器变化的突然,听者的思路会瞬间被吸引(有变化的东西才能吸引注意力,类似青蛙看苍蝇)。加上之前的乐曲律动还在脑海中并没有消失,听者还会“脑补”出节奏继续跟着音乐进行下去。所以情绪值并没有跌落很多(相较主歌部分或其它配器清淡部分)。估计此时的情绪值跌落到60~70。

3)趁听者脑中的律动还没消失,配器密度强势回归,用大音量大力度再次制造一个情绪上的高潮点。这时音乐的情绪值大概可以推到90以上。

4)换句话说,如果用常规方法发展一首乐曲,情绪已经推到顶还觉得不够时,就可以用这招。

5)另,这招应对副歌重复遍数过多(听起来会腻)也有奇效。大量的空白(指声音的空间体积上)能带来很多的想象空间,也能增加音乐的层次感。

6)同理,还有双刹车存在,更有甚者在主歌进副歌时就已经把情绪推的比较满,然后在进副歌时刹车,听起来别有一番滋味

......
———摘自某乎(https://www.zhihu.com/question/27163236/answer/35759221)

做图时,第一段副歌末尾精选了逐渐增强的跳跃,将玩家的精神亢奋度逐渐提高到极点,跳跃时充满了惊险与刺激,最后突然一个刹车,进入纯人声段,几个拍子后,采用了初见更容易miss的三分拍四连,让玩家记忆深刻,音乐又一次爆发,玩家又一次小紧张,第一段结束进入第二段前奏,音乐逐渐减缓。第二段KIAI再次使用了同样的手法,不同的是,末尾爆发更强,但与之带来的是全曲的结束,没有第一段存在的“第二段前奏”来逐渐减缓,而是四个三分双拍音来快速收尾。这一次逐增,一次骤降,一次骤增,一次骤降,犹如过山车之来回,使得最后的人声尤其显得回味无穷,让获得PP的玩家听着最后的人声,慢慢将心情放松下来,一段惊险的旅程便结束了。(HR/DT凹FC食用效果更佳)
Metadata: http://honeyworks.jp/release/03.html
zyoi
nyaaa~~
#1
Meyrink
#2 ;-;
Suimya
#3 <3
Kibbleru
4th
mintong89
#5
Honeyworks!!
Karen
66666
Asfand
Hi"
from modreqs

[General]
  1. Such a high quality mapset x.x
[Easy]
  1. All is good in my eyes
[Normal]
  1. All is good
[Hard]
  1. 01:23:451 (5) - flip horizontally and place so that i forms a triangle 01:23:114 (4,5,1) - http://puu.sh/hLJrn/b32d0f391d.jpg. I think this gives more power to 01:23:788 (1) - and leads well into the next part
  2. A string of suggestions now
    1. 02:29:350 (2) - ctrl+g
    2. 02:30:699 (4) - ctrl+g
    3. 02:31:373 (1) - ctrl+g
    4. 02:31:710 (2) - ctrl+g
    5. 02:32:047 (3) - ctrl+h and place it over 02:31:373 (1) - instead of 02:31:710 (2) -
    I think this gives better flow
[Special]
  1. 01:16:878 (7) - ctrl+g and flip it like this http://puu.sh/hLJZr/de88ab6864.jpg
Owntrolf
Just mod whichever is more rankable
https://osu.ppy.sh/s/312300
or
https://osu.ppy.sh/s/290349


Lets just say double \\ means optional

Is bg going to get resized?

I still think you could actually do something else than a spiunner start in the other difficulties that arent easy

:d no ending map fychoplsplpls rip 30 seconds

  • Easy

    \\00:17:890 (3,1) - Maybe make parallel
    \\00:29:350 (2,1) - ^
    **I just noticed there will probably be a lot of parallel pls so im s0done
    01:52:946 (3,1) - I better complain about slideredge touching
    01:53:620 (1) - Is it possible to shorten slider to 1/1 then put a 1/2 slider on the next tick? its only a slider :<
    02:25:979 (1) - The spinner might be a bit short, I dont think people can spin that fast in an easy

  • Normal

    00:56:991 (1) - Can we have the slinner moved so we can a have a note here for the "no"
    01:03:227 (5,1) - Might be a visibility issue
    02:25:642 - Missing note?

  • Hard

    01:04:406 (4,1) - ermagawd touching
    01:27:665 (4,1) - wat
    \\02:00:277 - It sounds like theres a note/sound here because I think I hear the guitar (well itsn ot really there its inbetween blue and red tick)

  • Special(imb4 renamed to Tokubetsu)

    so many triplets

    00:49:912 (4) - Maybe change this to 2 circles
    I dont see anything else because"subjective" /meruns
Aerous
M4M from your queue :3 !
Hope this mod helps your mapset ! Most of these are subjective

Special :
00:30:867 (4,5,6,7,8) - Suggestion , I would just make a full stream here instead of adding a slider in the middle : 00:31:036 (6) - Just personal suggestions
00:32:047 (2) - This should stack on top of 00:32:215 (3) - fits nice with the vocals. If you do take this suggestion then increase the distance too ( just a bit )
00:38:114 (1,2,3,4) - I would curve these just a bit --> http://puu.sh/hMkjR/a03d4da981.jpg
00:40:811 (1) - Move 00:40:474 (3,4,5,6,1) - so that the head of 00:40:811 (1) - can stack on top of 00:39:378 (5,1) -
01:05:249 (2,4) - Maybe its just me but I don't like this overlap ;w; Suggestion : http://puu.sh/hMkwK/009a3654b3.jpg
01:13:002 (1) - Curve this ?
01:14:519 (1) - CTRL + G
01:18:395 (2,1) - Might be too big 01:18:564 (1) - x:332 y:384 I would aim it under 4.00x
01:18:058 (2,2) - Stack these two together
01:48:901 (2) - CTRL + G
02:06:597 (4,5,6,7) - Overlap these with 02:04:912 (3,4,5) -
02:45:361 (4,5,6,1) - Fix this overlap ?

Hard :
00:06:766 (2,4) - This overlap ;w;
00:20:249 (5) - http://puu.sh/hMle6/f723f14c64.jpg
00:47:047 (3,4) - Make a triangle ? http://puu.sh/hMliV/da5545dd05.jpg
01:55:305 (2,3) - Bend the other way ?
02:39:126 (3,3) - This kinda bothers me :(

Normal :
01:03:227 (5,1) - This might be a bit hard to beginners
01:06:260 (4) - I would delete this note
01:08:788 (3,4) - Replace with slider ?
02:02:721 (3,1,2) - Might be hard to read
02:39:294 (4) - Delete this note
02:41:822 (3,4) - Replace with slider
02:59:013 (6) - Make into a special shape or something ?

Easy :
This is a nice diff !


I love your maps Fycho :D !
AIR
SPOILER
[General]
  • soft-hitclap2并没有用到
[Easy]
  1. 00:24:631 (2,3) - 几处finish没在voice上,因为是简单的难度,建议尽量跟比较明显的成分
  2. 01:19:238 (4) - 02:52:272 (4) - 尾部底音drum
  3. 01:25:305 (1) - 漏了finish?
  4. 01:53:620 (1) - 第一处吉他应该停顿在白线上
  5. 02:03:058 (2) - 因为点弦起在大白线,这里滞后显得手感糟糕,建议提前
  6. 02:40:811 (4) - 中间finish
[Normal]
  1. 01:02:721 (4,1) - 震撼被坑,总之建议错开
  2. 01:01:036 - 01:11:822 - 02:34:069 - 02:44:856 - finish
  3. 01:55:811 - 02:47:047 - 补个圈呗
[Hard]
  • hp-1
  1. 00:09:463 (3) -
  2. 00:17:553 (5) - 可以柔和的围一下
  3. 00:28:339 (3) - 移到 55,246
[Special]
  1. 00:15:867 (4,5,6,7) - 玩起来有点显挤,DS1.0左右吧
  2. 02:20:923 - 第一个kiai前比这里感觉好玩点,全折返有点单调
  3. 美丽
Fushimi Rio
From 不知道哪的req

[General]



[Easy]

00:22:609 (1) - 去掉头上的whistle 这里伴奏特意静下来 加whistle起反效果
01:48:227 (1,2) - 1和2的尾巴,同理^
01:14:519 (1) - 到01:16:878 (6) - 把13白线也加上normal效果更好
02:47:553 (1) - 到02:49:912 (6) - 同理
02:25:979 (1) - 这个应该有whistle
02:34:744 (2) - finish漏了吧

[Normal]

00:25:474 (3) - 直接用圈更好 毕竟其实白线上没有东西 人声也没有拖到那里
00:56:991 (1) - 人声在红线结束 拖到红线?
01:14:182 (6) - 个人倾向于红线起这个滑条白线结束
01:52:946 (6,7) - 虽然无关大雅但是6和前面压上了 把6放在上面7放在下面

其实我觉得这个E和N真该叫N和N+ 节奏太难了

[Hard]

00:13:845 (1) - 三个单点第一感觉怪怪的 这样?
01:01:878 (1) - ctrl+g 跳一下
02:18:732 (4) - clap没必要
02:47:215 (1,2) - 不如ctrl+g

剩下的应该没什么问题了 好运
zj0924


Hi!From In-game Req

Default = Normal mods(suggestions)
Blue = Strongly recommended
Red = Unrankable issue

[General]
  1. 没啥问题,音效方面举一反三,有些地方不再重复,酌情修改

[Easy]

  • 节奏flow没啥多说的,修点音效
  1. 00:00:362 (1) - 这里不考虑加一堆绿线来表达渐入效果?应用于所有难度
  2. 00:30:024 (3) - remove NC
  3. 00:51:597 (2) - 考虑加个finish,这个重音也蛮重要的
  4. 00:53:620 (1) -箭头whistle装饰下
  5. 01:28:676 (2) - drum finish 更恰当
  6. 02:12:496 (3) - whistle?
  7. 02:23:283 (1) - finish
  8. 02:23:957 (1) - whistle装饰下?
  9. 02:59:687 (2) - drum finish?

[Normal]

  • 节奏flow没啥多说的,修点音效*2
  1. 00:19:238 (1) - swap whistle
  2. 00:19:575 (2) - remove whistle on tail 感觉这里whistle没必要
  3. 00:20:249 (4) - ^
  4. 00:38:114 (4) - remove nc
  5. 00:52:946 (1) - drum finish?
  6. 01:01:878 (3) - 并没有听到snare所以remove clap
  7. 01:03:227 (5,1) -这读图感觉对nm玩家有点偏难了
  8. 01:07:777 (1) - 用whistle 就行没必要finish
  9. 01:08:283 (2) - whistle
  10. 01:11:148 (7) - whistle装饰vocal
  11. 01:12:665 (4) - 并没有听到snare所以remove clap
  12. 01:54:126 (2) - drum finish 更好?
  13. 02:11:148 (1) - whistle?
  14. 02:15:193 (1) - whistle?
  15. 02:27:328 (1) - ^
  16. 02:33:058 (1) - NC
  17. 02:31:710 (1) - NC
  18. 02:35:755 (1) - ^
  19. 02:43:339 (5) - ^
  20. 02:45:699 (1) - ^
  21. 02:51:597 (1,2,3,1) - 挤成一团感觉读图偏难

[Hard]

  • 节奏flow没啥多说的,修点音效*3
  1. 00:07:103 (3) - whistle
  2. 00:14:182 (3) - whistle 修饰vocal
  3. 00:52:946 (1,2) - 随便加个什么音效吧whistle drum finish 都行否则没啥存在感
  4. 01:07:103 (3,4) - 我个人不喜欢在平和的地方用直上直下的flow,最快的办法就是选中两个ctrl+g
  5. 02:46:878 (1,2,1,2,1) - 这个flow...如果不介意中间挖空的话

[Insane]

  • 摸不动,音效如果其他diff同意我的观点的我也可以搬用过来
  1. 02:59:013 (1,1,1) - drum finish
骗2kd走人
GL~
Iceskulls
As requested

[general]
  1. The following hitsound is unused:
    1. soft-hitclap2.wav
  2. there is an unnecessary .osb file in song folder , better delete it
  3. bg res is 958x680 , I can make the res go to 1024x768 or 1366x768 if you want but it will not be a full image like the original so I'm a bit aware about this
[special]
  1. 00:55:642 (1,2,1,2,1,2,1,2) - I think you can make the spacing increase here a bit more balance so it would make the flow here flow better imo like here 00:55:642 (1,2) - is 1.3x spacing then here 00:55:979 (1,2) - it's 1.5x spacing that like +0.2 in spacing so the next one can be +0.2-0.4 spacing so it would feel much better and also I think these spacing 00:55:811 (2,1) - ,00:56:148 (2,1) - ,00:56:486 (2,1) - might need to be all same so it would make the flow better and fit the song somehow imo , and yea this is what it should be imo
  2. 01:21:935 (1,1,1,1) - I think this is pretty hard to read imo lower the spacing so it make these notes easier to read as stream
  3. 01:28:676 (5,1) - transition here is pretty awkward imo , move this 01:29:350 (1) - to around x416 y156 would make transition here a bit better imo
  4. 02:00:361 (1) - you can ctrl+g this , it would make flow here 02:00:024 (5,6,1) - nice imo
  5. 02:26:654 (1,2) - if you swap place of these two notes , it would make flow here 02:25:979 (1,2,3,4,1,2,3,4,1) - nice imo
  6. 02:32:721 (1) - why bezier lol ? I think the regular curve one would be fine here
  7. 02:43:339 (4,1) - for some reason I feel like spacing here should be bigger than 02:43:170 (3,4) - so it would make sense with music more lol , try move (4) and (1) around a bit
  8. 02:54:968 (1,1,1,1) - same as 01:21:935 (1,1,1,1) -
  9. 02:59:238 (1,1) - you can decrease spacing here a bit somehow I feel like this one a bit hard to realize the change in spacing here also I think song is start to sound lower so it would make sense to gradually decrease spacing to make the spacing make sense with music here
[hard]
  1. 00:20:081 - feel empty here , add a note ?
  2. 01:00:024 (2,3,4) - hmm..make spacing consistent with 01:01:036 (1,2,3,4,1) - ? ( use 1.2x spacing )
  3. 02:50:249 (1,2,3,4,5,6,7,8) - this is pretty a bit so intense than others rhythm ;_; maybe you can nerf this a bit by convert some circles here to slider like this
  4. 02:46:878 (1,2,1,2) - flow here kinda flow awkward a bit imo , maybe if you bent this 02:47:215 (1,2) - up a bit it would flow better imo
[normal]
  1. 00:06:766 (2) - I think if you move this to around x256 y56 , it would make flow here 00:05:755 (1,2,3) - a bit better imo
  2. 00:58:339 (1) - if you curve this the another way , it would make flow here 00:58:339 (1,2,3) - nice imo
  3. 01:55:305 (5,6) - maybe this rhythm sound better imo
  4. 02:21:935 (4) - I think end this slider at here 02:22:270 - would make the rhythm here play better
[easy]
  1. 00:40:474 (2) - try move this to around x420 y240 so it would make flow here 00:39:463 (1,2,3) - better imo
  2. 00:45:530 (2) - curve the another way so it would make flow here 00:44:856 (1,2,3) - nice imo
  3. 01:53:620 (1) - you can move this to around x32 y84 so the slightly overlap here 01:52:946 (3,1) - looks better
  4. 01:53:620 (1) - this rhythm cover the beat here better imo
  5. 02:03:227 (2) - I think this rhythm play nice eventhough the polarity is not good lol , I think beginner can play this
nice map :)

you can call me back for recheck later when you feel ready

good luck , have fun mapping :)
Suimya
call me if you wanna bubble/qualify this map :3
[ Zzz ]
Hello~ Fycho !! ( 1:1 Mod Request. Sorry .. very late mod.. )

[General]
  1. BG Size = 958x680
    Please 1024x768 or 1366x768 :3 ( 16:9 or 4:3 )
  2. Your break time is 29 seconds. Do you think? No problem?

[Easy]
  1. 01:18:564 (3,4) - Suggestions
  2. 02:52:272 (4) - ^

[Normal]
  1. 00:39:463 (1) - Add Clap ( 00:39:800 (2,3,4) - Same Clap :3 )
  2. 02:58:845 (6) - Add Circle ( I think a little bit empty. )

[Hard]
  1. 00:31:288 (5) - Add Circle
  2. 00:40:474 (2) - I think 1/3 beat is better.
  3. 00:49:575 (4) - Please x216 move to x215 Change :3?
  4. 01:01:710 (4) - HP Bar :3 ...?
  5. 01:07:103 (3) - :3?
  6. 01:27:665 (4) - Slider End ( Delete Clap :3.. Bad Clap .. x_x.. )
  7. 01:28:002 (1) - Add Finish!
  8. 01:55:642 (3) - Slider End ( Add Clap. It is not good think sound a blank. X_X.. )
  9. 02:41:822 (5) - I think a better beat.

[Special]
  1. 00:17:890 (1,5) - Very bent ... Suggestions. Good Slider !!
  2. 00:23:283 (1) - Move to 00:23:114 (1) - Gooooooood Beat!!
  3. 00:41:373 (3) - Please Move to x316 y24 A good distance.
  4. 02:06:597 (4) - NC?
  5. 02:41:654 (7) - NC!
  6. 02:46:878 (3) - NC?

Good Map~ Star~ !! ( Kawai koe Toyo Aki >w<!! )
Koiyuki
From your request.

  1. Just some complaints.
  2. My personal suggestions.
  3. Highly recommended.
  4. Unrankable, you have to fix it.

General
  1. BG分辨率有点低
  2. clap2没用到
Easy
  1. 00:30:867 (2) - 就用一个note怎么样?
  2. 01:27:665 (5) - 加个whistle?
  3. 02:38:114 (3) - 这个折返上面我觉得whistle比较好
Normal
  1. 01:08:788 (3,4,1) - 01:15:193 (3,4,5) - 01:16:541 (3,4,5) - 总觉得在nm里面放这种连续1/2单点偏难了点,只是挑出来三个,我觉得用滑条过渡比较善良
  2. 00:56:991 (1) - 这个spin太短
  3. 01:27:665 (3) - 加个whistle
  4. 01:28:508 (6) - 貌似后面的鼓点是不是在1/3上啊,01:29:126 - ?
  5. 02:31:710 (2) - NC?
Hard
  1. 00:23:283 (1,2,1,2) - 这里钢琴音感觉不太明显,用单点有点不太合适?我个人觉得使用两个滑条比较好
  2. 01:03:058 (4,5,6,7,8,1) - 这bpm连续三连有点凶啊,你真的决定这么摆吗?
  3. 02:00:867 (2,3,4,5,6,7) - ^,后面还有的就不说了,我看你02:51:766 (2,3,4,5) - 也没用两个三连啊
  4. 01:28:845 (4) - 这个是不是应该结尾在1/3上啊?
Special
  1. 01:10:474 (1) - 这怎么是个四点滑条
  2. 02:11:654 (5,6,1) - 这个三连摆的斜向下一点
  3. 02:32:216 (2,1) - 强行四点滑条blanket拉的又不准……
  4. 02:39:126 (5) - ctrl+g?
  5. 02:42:834 (1) - 这个为什么要NC啊
  6. 02:59:687 (1) - 和前面一个平的感觉不太舒服,往下面移一点更好
没啥大问题,想泡随时call me,我还想干点活
Yuii-
I will be editing this in the following hours, because I don't have enough time to mod it COMPLETELY at the same time.
I FINALLY FINISHED! Wooo, this took a while hah! Good luck with the mapset.

General



  1. Inconsistency with some hitsounds: You have to be careful when hitsounding, you can't just omit the most important sounds throughout the different difficulties. The issue where I found this was in the 1st spinner 00:00:362 (1) - that in Normal and in Hard diffs it's not hitsounded while in Easy and Insane it is.
  2. The difficulty gap between Hard and Insane is too big maybe.
  3. Background images must be at a maximum of 1024x768 pixels for 4:3, 1366x768 pixels for 16:9. Although 1366x768 (16:9) is recommended. You will have to change that! Re-sized image in case you were looking for it.
  4. Combo 3 and Combo 4 are very similar, almost to the point where one might not be able to differentiate between the two. Find a different color for either of them. I'd suggest you to use yellow. It can combine pretty good with the background, too!

Easy



For Easy difficulties I ALWAYS recommend using all the stats as "3,0". The main reason for this is because it doesn't leave the level as something THAT easy or hard. It's just something in the middle. As your map is not 100% an "Easy" diff (because it surpasses the 1.5 SR), this is also a reason for giving "3,0" to the OD and HP as well.

  1. 02:31:036 - This seems to be as an unnecessary green line.
Rhythm and Gameplay

  1. 00:34:744 (2) - You're stretching out this slider too much, in my opinion. Players might get bored at this part. Why do not try with my suggestion explained below?
    Start the slider in the same place as it's right now, because it fits good. But then, extending it up to a point in which there're several other things in the middle? I don't see it as the best option. So! finish the slider at 00:35:081 - (when the "Kai~" finishes) and then add a circle into the next strong beat, at 00:35:418 - (with Clap, of course!).
  2. 01:22:609 (1) - Something similar happens with this slider. There's a series of continuing beats at this part, in which you can listen to them up to 01:22:946 - . My suggestion would be to finish the slider right there and then add a circle at 01:23:114 - with Finish in order to highlight the strong beat.
    However, you can reject that and I'll be okay with it, since this MIGHT be a hard pattern for newbie players.
  3. 02:55:642 (1) - ^
  4. 01:53:620 (1) - Another slider with a similar problem! You're (try) covering a lot of sounds into the same object. Why don't you think of an alternative in order to replace this?
Hitsounding

  1. 01:04:069 - You could add a clap right here, to emphasise the resounding beat.

  2. 02:14:519 (2) - Whistle doesn't sound as good as a Clap would do, to my personal experience. Despite that, you're trying to cover this part as something calmer from the rest of the song, and that's something I respect when it comes to hitsound. Tell me what do you think about it. Although if you keep on taking a look at the map, you will notice that you actually use a Clap on 02:20:249 (3) - that circle, which has the same sound.

  3. 02:59:013 (2) - I'm still wondering why you put Finish on tail... Clap would perform better!

Normal



General

This difficult may be quite complicated for newbie players, you use a lot of stacked notes overall and that COULD affect the gameplay of these. Apart from this, there're some objects and important beats that are being ignored throughtout the level. See the examples below in order to improve all this mentioned.

Rhythm and Gameplay

  1. 00:16:036 - What do you think of adding a circle here? It'll cover the vocal ("ri~") and it will be avoiding an uncomfortable time to wait for the next slider.

  2. 00:37:272 (2) - I have my doubts about this slider. To my personal pov, I hardly recommend you to replace it for a circle at 00:37:440 - with Clap. Firstly, there's no audible constant rhythm to map. I mean, there's the vocal right there, but it doesn't match THAT good if a circle is placed down.
    Also, it will fit a lot with the pattern you use afterwards 00:40:474 (4,1,2,3,4) - in which basically, you don't follow the vocals, just the beats... which is, actually, a good idea!
    In addition, but not the less important, this'd reduce the difficulty of the map overall. Remember that you are mapping a Normal diff and there're a lot of continuing sliders / notes all over the map. Think about it.
  3. 00:38:620 (5) - ^

  4. 00:53:114 - Leaving this as blanket sounds a bit akward. I don't know if placing down a circle is the best idea, but I'm pretty sure you can find a way of highlighting this.
  5. 02:23:451 - ^

  6. 00:56:991 (1) - You're finishing this slider way too early. Try finishing it at 00:57:833 - . Remember that newbie players could find this short slider quite "difficult", as they don't have too much time to spin. Ending the slider to the point I told you will also follow better with the vocal and it will still give enough recovery time to the newbies.

  7. 02:03:058 (1) - I will have to disagree with this slider. The guitar makes a distorted sound before the pull off from it, so the slider may not sound THAT good with it. I tried many things in order to find an alternative way of mapping this but I couldn't think of any good one. If you are having problems related to this, leave it as it is right now, but it's not the best option.

    This might sound quite contradictory from what I said before about short sliders and all that. HOWEVER, I think that the following suggestion could be taken into account:
  8. 02:27:328 (1) - As you can listen, in this spinner you are (or pretending) mapping the "cli~" sound, and that's perfect. But you are overextending it for quite a long time. I'd like you to finish it at 02:28:339 - as there's when the vocal stops singing and then add a NEW spinner from 02:28:676 - to 02:29:350 - that is where the new sound is located. Also, I was thinking of the recovery time players need, but I think it plays good enough! You can also add Whistle to the last spinner as it will give a better ending to this part.

  9. 02:59:013 (6) - NC? There's a complete different sound from the previous combo. Also stanza.
Hitsounding

  1. 00:14:687 (3) - Whistle on head sounds better with the instrument in that place. Try it out!

  2. 00:19:238 (1) - I'd add Whistle as well. There's an exact sound in 00:19:912 (3) - and you actually put a whistle over there. It'll also be a good addition to the hitsounding pattern according to the song: W - C - W - C

  3. 00:21:935 (1) - Personal suggestion: Adding Clap will give more emphasis to this note, what do you think?

  4. 01:54:294 (3) - Finish seems to be better as it will give more emphasis to this circle and it will also indicate that this beat is stronger that the previous one.

  5. 02:57:833 (3) - This circle without hitsounding seems to be so lonely! Try with Whistle as there's an audible beat right there. Clap could also work but that could generate a "collapse" with the Clap placed in the following slider.

Hard



General

Really polished map! This is a GREAT difficulty. Haven't seen a Hard like this one for a very long time. FANTASTIC job, well done!
The overall difficulty could be decreased, see some examples below.

Rhythm and Gameplay

  1. 00:14:013 (2) - The beat right here is almost non-existant. I see it pointless to map something here. You got the idea on not leaving a blanket right there... but I'd go with a slider instead.

  2. 00:34:406 (3) - Aaah! You missed this one! There's an audible beat right on 00:34:659 - that COULD be mapped if you find the correct way to do it. However, if you'd finish this slider right there, you will be also missing the beat that sounds over 00:34:744 - there. Now, this is, of course, mappeable. How? Finish the slider in the blue tick (Whistle on tail) and add a circle at 00:34:744 - with clap! Cool, right?

  3. 00:41:317 (2) - If I'm not wrong, the actual beat is at 00:41:373 - (1/6), try with that, the current one sounds a bit off-beat.

  4. 00:56:991 (1) - In my personal opinion, I think you should finish this slider in 00:58:002 - or somewhere close. From that tick, there's nothing to be mapped, other than replacing this slider for a spinner... but that's not what you want, right? Also, if you finish it earlier than the actual position, you will let more time to non-advanced players to recover from a slow slider.

  5. 01:04:238 (2,3) - I really feel that these triplets are overmapped. The triplet doesn’t fit with the music at all. Also, you can lower the present difficulty, you know... just adding some blanket spaces.
  6. 01:15:024 (2,3) - ^

  7. 01:59:687 (3) - Ctrl+G and 02:00:024 (4) - as well? This will add a better gameplay to the players, it feels better, don't you think? ^^

  8. 02:06:429 (3,4,5,6) - There's something that doesn't sound good at all at this part and it's the fact that there's a constant rhythm from 02:06:597 - to 02:07:019 - for that reason, I think that the current usage of objects at this section is not the most accurate one.
    To begin with this, you are extending 02:06:429 (3) - a lot. It should finish AT LEAST 02:06:513 - because right after that, there's a complete different sound, so you should change this. And right then it when the repeatedly sound comes. Also 02:06:766 (4,5,6) - that could be quite difficult for a Hard. You should look into this.
    I have a suggestion for you if the things that I've just said make sense: http://puu.sh/i2QUs/1277d33caf.jpg

  9. 02:37:356 (3) - Overmapped! This can be omitable on a Hard, to be honest.
Hitsounding

  1. 00:47:047 (3) - Whistle seems to sound better!
  2. 01:03:311 (5) - ^

  3. 00:52:946 (1) - Clap maybe? It'd give more emphasis to the beat.

  4. 01:16:457 (3) - I don't see the point of using Clap. There's a really calm beat over here. Try with Whistle or leave it w/o hitsound.

  5. 02:00:867 (2,3,4,5,6) - Sounds quite loud with all these hitsounds. Consider changing 02:01:204 (5) - 's Clap for a Whistle.

  6. 02:35:755 (3,4) - I see this "double hitsounding" quite unnecessary. It sounds way too loud. Try replacing (3)'s Clap for a Whistle, that will leave a calmer pattern, it will sound nicer.

Special



General

There are some instances of unneeded NC spam, that messes up the HP drain. Consider lowering the HP to "6,0" in order to get something greater and improved.
OD +1

What a good map!

Rhythm and Gameplay

  1. 00:19:828 (3,4) - I personally don't recommend a stack in these situations. Firstly, because it's not necessary, you can perfectly place it in the middle of two sliders. And secondly, because it causes an unwanted readability problem. To sum up: I don't think a stack works here, try placing (4) on x280 y280.

  2. 00:21:935 (1) - You could try stacking this note with 00:20:755 (2,3,4) - that triplet. It will leave the map in a more polished way.

  3. 00:30:024 (1) - Long suggestion going on right here! The actual pattern seems to be a little akward to the one that should be mapped. Let's begin with the fact that it feels quite weird to play. It's hard to judge 00:29:687 (5,1,2,3) - that properly in the current way.
    In order to improve this pattern: I think this would have a cooler flow if you try Ctrl + G'ing this slider and then move it to x380 y148. I will explain this one with the picture: http://puu.sh/i2CQn/d7239ffb2a.jpg . As you can see on it, this pattern plays just perfect, you have to continuing flow from the map and the fact that it's easier to hit 00:29:687 (5,1) -
    But now, what about 00:30:361 (2) - ? If you followed the recommendation, you may have noticed that this circle is completely out of place. In this case I'd move it to x154 y50, overlapping with the end of 00:31:373 (1) -

  4. 00:42:833 (3) - Try Ctrl + G'ing this and seeing how it looks, I think it'd better fit the flow you're using.

  5. 01:01:204 (2) - As there's no audible sound/beat in here, why did you place a circle? I think that replacing 01:01:036 (1) - for a slider and finishing it into this point would be much better. It will also sound nicer with the vocal as well.

  6. 01:17:721 (2) - What do you think of placing it on x226 y253? For me, plays better!

  7. 02:01:120 - This beat shouldn't be ignored because you are actually mapping the same beat over this part. You can either make a long stream or just replace 02:01:036 (5) - for a slider. But please, do not leave any unwanted spacing, try to put all the stream together, like DragonForce maps, you know.

  8. 02:02:215 (1) - Ctrl+G here for some amazing flow ~

  9. 02:31:036 (1) - How could you max. the SV like this, Fycho? Ye, you so mean ;w;

  10. 02:55:895 (2,3) - Try stacking these on the slidertail of 02:55:642 (1) -
Overdone / Unreasonable Spacing

  1. 00:31:204 (7,8) - In order to avoid unreasonable spacing. When any note doesn't have a lot of emphasis, there shouldn't be a jump leading to it. In addition, it seems to be quite random and not very comfortable to play. I'd strongly recommend you to place these circles right in the middle of the 2 sliders: (7) on x384 y48; (8) x352 y48.

  2. 01:21:935 (1,1,1,1) - I highly suggest you to decrease the spacing between the jumps. This could be taken into an unnecessary spacing and it's quite hard to read it (especially because this is a 1/6 section).
Hitsounding

  1. 00:11:148 (1) - Clap is missing here. As you can here the drum in this part, a clap will be FANTASTIC to emphasise this circle.

  2. 00:16:204 (8) - In my opinion, this should be replaced by "Whistle? Why? Simply, there's a different beat from the others. Aside from that I don't know if you could have any rankeable issues due to this, but it sounds better, that's for sure.

  3. 00:32:721 (1) - I'd use Clap, instead. What do you think?
About these hitsounds:
Let's begin with the basics of hitsounding. Aaah, I love hitsounding so much.
  1. 01:01:541 (4,5,6) - Okay, for the whole map you are hitsounding the strong beats with Claps. However, in (4) and (5) you hitsounded the low beats while forgetting the strong ones. For this part, I will recommend you to place whistle in (4) and (5) and to add Clap in the (6). Try it out and tell me what do you think about it!
  2. 01:02:974 (3) - If you remove the circle you'll notice that there's actually a very VERY low beat that should be remarkable, yes! But, adding a Clap will overshadow with the most important thing to hitsound, the (4) circle. Try with my favourite combo: 01:02:974 (3) - Whistle + 01:03:058 (4) - Clap. I really love that one.
  3. 01:03:227 (5,6,7) - Leaving (5) without anything was something perfect, there's nothing to mark here. Also, (6) and (7) are actually amazing as well. You COULD try replacing (6) with a Whistle to avoid generating a lot of noise (overhitsounding). You're not obligated to... but it'd be nice.
  4. 01:04:322 (3,4) - Oh, same as I recommend you above. Try with the Whistle + Clap combo!
  5. 01:22:272 (1) - I may disagree with this one, is completely different from the others. Try adding a Whistle as well.

  6. 00:52:946 (1) - Clap should be added to give more emphasis to the strong beat located in this section.

Now t-tell me... I-I-I am a g-g-good modder, Fycho? :$
/runs

EDIT: You can call me for a re-check before ranking it (if you want). I can't bubble this map but if I could, I would do it. I JUST LOVE IT. Have a wonderful day and we will continue this via in-game!
EDIT2: Added the re-sized image. This one has the proper dimensions of the ranking criteria.
Kayano
You nicely handled the format which QAT's mod looks like
But maybe not saying "Really polished map!" or "What a good map!" before a long and long paper of mods next time. [doge face] :p
Yuii-

OniJAM wrote:

You nicely handled the format which QAT's mod looks like
But maybe not saying "Really polished map!" or "What a good map!" before a long and long paper of mods next time. [doge face] :p
I'm sorry, but I feel like I ALWAYS have to add some personal comments to it.
My apologies for that.
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