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Rhythm Incarnate
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This beatmap was submitted using in-game submission on Saturday, October 28, 2017 at 7:53:59 PM

Artist: sakuzyo
Title: that day
Tags: L'aventale Laventale diverse system - Magic Bomb - MBomb DVSP-0096 ntny carmine
BPM: 80.55
Filesize: 2502kb
Play Time: 01:08
Difficulties Available:

Download: sakuzyo - that day
Information: Scores/Beatmap Listing
---------------
Image

Mp3, wallpaper, timing & metadata taken from this standard maps.

cup: Done by me.
mbomb's salad: Done by - Magic Bomb -.
Hitsound: Done by me & - Magic Bomb -.

Thanks to my friend & modders.

Modding & GD Queue
My Beatmaps & GD
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Last edited by SYAHME on , edited 82 times in total.
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Rhythm Incarnate
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Changelog:
05/03/2017 - Upload maps.
05/03/2017 - Received Salad diff from - Magic Bomb -.
05/03/2017 - Moved to pending.
05/05/2017 - Mod from Nokashi.
05/06/2017 - Mod from DavidEd.
05/18/2017 - Mod from alienflybot.
06/01/2017 - Mod from RoseusJaeger.
06/08/2017 - Mod from Jusenkyo.
07/23/2017 - Mod from Spectator.
08/26/2017 - Mod from BoberOfDarkness.
10/15/2017 - Check Mod from alienflybot.
10/16/2017 - Recheck Mod from alienflybot.
10/22/2017 - Bubbled from alienflybot.
10/27/2017 - Second Check Mod from -Sh1n1-.
10/29/2017 - Qualified from -Sh1n1-.
11/05/2017 - Ranked.


How I reply to your mod:
Blue: Means I applied your suggestions/I need to think again/I need other modders opinions.
Red: Means I rejected your suggestions.
Last edited by SYAHME on , edited 15 times in total.
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Beatmap Nominator
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No kudosu yet.
gd salad, not hitsounded yet.

salad
Code:
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 528
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:that day
TitleUnicode:that day
Artist:sakuzyo
ArtistUnicode:削除
Creator:SYAHME
Version:mbomb's salad
Source:
Tags:L'aventale diverse system
BeatmapID:0
BeatmapSetID:607985

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:6
ApproachRate:6
SliderMultiplier:1.80000000596046
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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[Colours]
Combo1 : 0,128,255
Combo2 : 255,128,64

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User avatar
Rhythm Incarnate
984 posts
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Salad diff added, thanks
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Star Shooter
234 posts
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Earned 1 kudosu.
Hello there, NM on my accord


Image General




Image cup
  • I'll start off with a general pointer, since this is the biggest issue i have with this diff. I Will admit its simple in its execution, as justified by being a cup diff but its too simple. The base sv is super low and all the sliders are fully vertical offering no movement between them and you are only offering minimal movenment between other objects like circles. This hinders the structural integrity of this diff and the spread as a whole, since not only is the dash introduced in the following salad diff but the in-slider movement as well. I Believe this isnt the optimal thing to do and might result in a questionable spread by some. Try to encourage more horizontal slider movement on stronger held violin strings to accustom the player to adjusting their catcher mid-slider, a valuable technique that needs to be learned in order to move towards the salad diff. I Would definitely recommend investigating this. Also bump the SV to be consistent with Salad and also make it possible to make horizontal sliders that actually incorporate movement
  • Following points are going to be focused of what can be improved, regardless of the full vertical sliders. You could however, incorporate these suggestions with a potential rearrangement of sliders, so they are more horizontal. some suggestion imply that the SV has been increased
  • 00:06:242 (1) - Could cut and make it a 1/2 slider and place a circle here 00:06:956 - to differentiate the jumpy 3 note set better
  • 00:08:384 (1,2,3) - I Would expect more movement to get to here, 00:07:670 (3,1) - is pretty underspaced for the gap that it conveys
  • 00:19:813 (1,2,3) - Similar point here^
  • 00:24:099 - 00:46:242 - this whole section makes it clear why the full vertical sliders dont work. The violin implies movement, the other instruments imply movement, yet the only movement is this slight nudge to the left or right every 1/1 interval. Variable Horizontality and spacing would add a nice touch here tbh
  • 00:52:670 (2) - Turn into 3 circles for the extra movement and consistency with 00:18:385 (2,3,4) - or 00:08:384 (1,2,3)
  • 00:59:067 (4,1) - This high string on (1) only appears once so its a shame to underspace it
  • 01:05:527 (1,2,3) - Also underspace it more



Image mbomb's salad
  • 00:07:313 (2,1) - You could space this a bit more, i found myself having to cease movement for quite a bit even by walking it so the extra walking distance will emphasize the instrumental echo, since the catcher is still on the move
  • 00:20:170 (2) - in my ears the blue tick of this reverse relies on the echo of the previous sound, so i dont think the tick by itself has a a dedicated sound on it. Might be a fault on my side but just to be safe, i would look into this and propbably go for a 1/2 slider instead.
  • 00:24:099 - 00:46:956 - It feels like the normal-dash structure you have going on here is kinda wonky at times. Since there isnt anything that directly signals and justifies your placing of dashes ( i did check, for example 00:32:313 (3,1) - i thought u placed dashes on high piano notes but 00:35:170 (4,1) - this dash proved me wrong ) . You dashes are heavily concetrated on the middle of the section at about 30 to 37 seconds, even though more opportunities arose in sections before and after this section that could call for a normal dash, them being basically downbeats similar to the downbeat on 00:35:170 (4,1) - which is a dash. I think you get the point im trying to get across, not sure u can agree but a more open distribution of dashes in this section of music that basically repeats itself would be seem more consistent to me
  • After noticing how you expressed this rhythm here 00:52:134 (4,5,6,1) - , it would seem like the more consistent choice to map 00:06:420 (4,5,1) - the same way, and not skipping a blue tick


Best of Luck~
User avatar
Rhythm Incarnate
984 posts
Offline
Nokashi wrote:
Hello there, NM on my accord


Image General




Image cup
  • I'll start off with a general pointer, since this is the biggest issue i have with this diff. I Will admit its simple in its execution, as justified by being a cup diff but its too simple. The base sv is super low and all the sliders are fully vertical offering no movement between them and you are only offering minimal movenment between other objects like circles. This hinders the structural integrity of this diff and the spread as a whole, since not only is the dash introduced in the following salad diff but the in-slider movement as well. I Believe this isnt the optimal thing to do and might result in a questionable spread by some. Try to encourage more horizontal slider movement on stronger held violin strings to accustom the player to adjusting their catcher mid-slider, a valuable technique that needs to be learned in order to move towards the salad diff. I Would definitely recommend investigating this. Also bump the SV to be consistent with Salad and also make it possible to make horizontal sliders that actually incorporate movement - I agree, I will re-map this diff.
  • Following points are going to be focused of what can be improved, regardless of the full vertical sliders. You could however, incorporate these suggestions with a potential rearrangement of sliders, so they are more horizontal. some suggestion imply that the SV has been increased - Okay
  • 00:06:242 (1) - Could cut and make it a 1/2 slider and place a circle here 00:06:956 - to differentiate the jumpy 3 note set better - Nice
  • 00:08:384 (1,2,3) - I Would expect more movement to get to here, 00:07:670 (3,1) - is pretty underspaced for the gap that it conveys - Nice
  • 00:19:813 (1,2,3) - Similar point here^ - Nice
  • 00:24:099 - 00:46:242 - this whole section makes it clear why the full vertical sliders dont work. The violin implies movement, the other instruments imply movement, yet the only movement is this slight nudge to the left or right every 1/1 interval. Variable Horizontality and spacing would add a nice touch here tbh - Okay
  • 00:52:670 (2) - Turn into 3 circles for the extra movement and consistency with 00:18:385 (2,3,4) - or 00:08:384 (1,2,3) - Nice
  • 00:59:067 (4,1) - This high string on (1) only appears once so its a shame to underspace it - Okay
  • 01:05:527 (1,2,3) - Also underspace it more - Okay

Best of Luck~ - Thanks, I will fix this diff.

Thanks for the mod.
User avatar
Beatmap Nominator
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No kudosu yet.
Nokashi wrote:
Hello there, NM on my accord


Image mbomb's salad
  • 00:07:313 (2,1) - You could space this a bit more, i found myself having to cease movement for quite a bit even by walking it so the extra walking distance will emphasize the instrumental echo, since the catcher is still on the move - Increased slightly, not too much though as I still want to account for a salad player's reaction time.
  • 00:20:170 (2) - in my ears the blue tick of this reverse relies on the echo of the previous sound, so i dont think the tick by itself has a a dedicated sound on it. Might be a fault on my side but just to be safe, i would look into this and propbably go for a 1/2 slider instead. - I'm pretty sure there's a triplet in the violin here.
  • 00:24:099 - 00:46:956 - It feels like the normal-dash structure you have going on here is kinda wonky at times. Since there isnt anything that directly signals and justifies your placing of dashes ( i did check, for example 00:32:313 (3,1) - i thought u placed dashes on high piano notes but 00:35:170 (4,1) - this dash proved me wrong ) . You dashes are heavily concetrated on the middle of the section at about 30 to 37 seconds, even though more opportunities arose in sections before and after this section that could call for a normal dash, them being basically downbeats similar to the downbeat on 00:35:170 (4,1) - which is a dash. I think you get the point im trying to get across, not sure u can agree but a more open distribution of dashes in this section of music that basically repeats itself would be seem more consistent to me - Dashes are currently to the strongest parts of the synths, this is just what sounds best to me, and as for the downbeats, the first one of each "section" specifically is stronger than the rest, so it makes more sense to have a dash to those than any of the others in my mind, and I'd like to avoid having a dash to every single one, as that would be too many dashes for a salad to me.
  • After noticing how you expressed this rhythm here 00:52:134 (4,5,6,1) - , it would seem like the more consistent choice to map 00:06:420 (4,5,1) - the same way, and not skipping a blue tick - Originally wasn't sure about 1/4 dashes when I was mapping it but once I got to the end I decided they were fine, forgot to go back and change this, so fixed.


Best of Luck~


Thanks for the mod!

Code:
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 24099
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:that day
TitleUnicode:that day
Artist:sakuzyo
ArtistUnicode:削除
Creator:SYAHME
Version:mbomb's salad
Source:
Tags:L'aventale diverse system - Magic Bomb -
BeatmapID:1284571
BeatmapSetID:607985

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:6
ApproachRate:6
SliderMultiplier:1.80000000596046
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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User avatar
Rhythm Incarnate
984 posts
Offline
- Magic Bomb - wrote:
Nokashi wrote:
Hello there, NM on my accord


Image mbomb's salad
  • 00:07:313 (2,1) - You could space this a bit more, i found myself having to cease movement for quite a bit even by walking it so the extra walking distance will emphasize the instrumental echo, since the catcher is still on the move - Increased slightly, not too much though as I still want to account for a salad player's reaction time.
  • 00:20:170 (2) - in my ears the blue tick of this reverse relies on the echo of the previous sound, so i dont think the tick by itself has a a dedicated sound on it. Might be a fault on my side but just to be safe, i would look into this and propbably go for a 1/2 slider instead. - I'm pretty sure there's a triplet in the violin here.
  • 00:24:099 - 00:46:956 - It feels like the normal-dash structure you have going on here is kinda wonky at times. Since there isnt anything that directly signals and justifies your placing of dashes ( i did check, for example 00:32:313 (3,1) - i thought u placed dashes on high piano notes but 00:35:170 (4,1) - this dash proved me wrong ) . You dashes are heavily concetrated on the middle of the section at about 30 to 37 seconds, even though more opportunities arose in sections before and after this section that could call for a normal dash, them being basically downbeats similar to the downbeat on 00:35:170 (4,1) - which is a dash. I think you get the point im trying to get across, not sure u can agree but a more open distribution of dashes in this section of music that basically repeats itself would be seem more consistent to me - Dashes are currently to the strongest parts of the synths, this is just what sounds best to me, and as for the downbeats, the first one of each "section" specifically is stronger than the rest, so it makes more sense to have a dash to those than any of the others in my mind, and I'd like to avoid having a dash to every single one, as that would be too many dashes for a salad to me.
  • After noticing how you expressed this rhythm here 00:52:134 (4,5,6,1) - , it would seem like the more consistent choice to map 00:06:420 (4,5,1) - the same way, and not skipping a blue tick - Originally wasn't sure about 1/4 dashes when I was mapping it but once I got to the end I decided they were fine, forgot to go back and change this, so fixed.


Best of Luck~


Thanks for the mod!

Code:
osu file format v14

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Title:that day
TitleUnicode:that day
Artist:sakuzyo
ArtistUnicode:削除
Creator:SYAHME
Version:mbomb's salad
Source:
Tags:L'aventale diverse system - Magic Bomb -
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Updated, thanks
User avatar
Rhythm Incarnate
1,044 posts
Offline
Earned 1 kudosu.
from queue

mbomb salad
00:04:119 (1,2) - x304 for emphasize like you've done at 00:06:956 (1) -
00:49:813 (1) - ^
00:15:547 (1,2) - x38 for the same reason. but it will be very close to the edge, so you may have to move the entierty of 00:14:813 (3,4,1,2) - to make this dash work more smoothly 00:16:287 (2,1) -
00:16:957 (2) - convert to notes instead? looks better aestetically
00:29:099 (2,3,4,5,6,7) - this stream looks a bit awkward in game. how about something like this instead? https://osu.ppy.sh/ss/8017225
00:40:170 (2) - x144 for consistent spacing

cup
00:01:569 (2,3) - would represent the violin better if (2) had higher spacing than (3) since the beat on (2) is a higher pitch than (3). or maybe have consistent spacing?
00:16:600 (4) - try and make this higher spacing than 00:15:547 (1,2,3) - for emphasize. looks cool aswell
00:25:170 - Missing beat
00:28:027 - ^
00:32:313 - ^
60% of the map is missing ;_;

----

decent set so far. good luck!
User avatar
Rhythm Incarnate
984 posts
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DavidEd wrote:
from queue

cup
00:01:569 (2,3) - would represent the violin better if (2) had higher spacing than (3) since the beat on (2) is a higher pitch than (3). or maybe have consistent spacing? - Maybe I will stick with this pattern at the moment.
00:16:600 (4) - try and make this higher spacing than 00:15:547 (1,2,3) - for emphasize. looks cool aswell - Okay
00:25:170 - Missing beat - Okay
00:28:027 - ^ - Okay
00:32:313 - ^ - Okay
60% of the map is missing ;_; - Huhu, I have to re-map

----

decent set so far. good luck!

Thanks for the mod.
Last edited by SYAHME on , edited 1 time in total.
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Beatmap Nominator
1,905 posts
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No kudosu yet.
DavidEd wrote:
from queue

mbomb salad
00:04:119 (1,2) - x304 for emphasize like you've done at 00:06:956 (1) - - That one's a stronger pitch, and I wouldn't want to introduce too many 1/4 dashes at this level.
00:49:813 (1) - ^ - Same here.
00:15:547 (1,2) - x38 for the same reason. but it will be very close to the edge, so you may have to move the entierty of 00:14:813 (3,4,1,2) - to make this dash work more smoothly 00:16:287 (2,1) - - And again here.
00:16:957 (2) - convert to notes instead? looks better aestetically - Doesn't really make that much of a difference except removing one droplet, but sure.
00:29:099 (2,3,4,5,6,7) - this stream looks a bit awkward in game. how about something like this instead? https://osu.ppy.sh/ss/8017225 - That feels a bit too compact to play for me, my aim here was to keep movement going throughout the stream, and I think the current placement does that nicely.
00:40:170 (2) - x144 for consistent spacing - This sound is a bit weaker musically, so it makes more sense to have a lower distance to it than to 1.

decent set so far. good luck!


Thanks for the mod!

Code:
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 24099
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:that day
TitleUnicode:that day
Artist:sakuzyo
ArtistUnicode:削除
Creator:SYAHME
Version:mbomb's salad
Source:
Tags:L'aventale diverse system - Magic Bomb -
BeatmapID:1284571
BeatmapSetID:607985

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User avatar
Rhythm Incarnate
984 posts
Offline
- Magic Bomb - wrote:
DavidEd wrote:
from queue

mbomb salad
00:04:119 (1,2) - x304 for emphasize like you've done at 00:06:956 (1) - - That one's a stronger pitch, and I wouldn't want to introduce too many 1/4 dashes at this level.
00:49:813 (1) - ^ - Same here.
00:15:547 (1,2) - x38 for the same reason. but it will be very close to the edge, so you may have to move the entierty of 00:14:813 (3,4,1,2) - to make this dash work more smoothly 00:16:287 (2,1) - - And again here.
00:16:957 (2) - convert to notes instead? looks better aestetically - Doesn't really make that much of a difference except removing one droplet, but sure.
00:29:099 (2,3,4,5,6,7) - this stream looks a bit awkward in game. how about something like this instead? https://osu.ppy.sh/ss/8017225 - That feels a bit too compact to play for me, my aim here was to keep movement going throughout the stream, and I think the current placement does that nicely.
00:40:170 (2) - x144 for consistent spacing - This sound is a bit weaker musically, so it makes more sense to have a lower distance to it than to 1.

decent set so far. good luck!


Thanks for the mod!

Code:
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 24099
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:that day
TitleUnicode:that day
Artist:sakuzyo
ArtistUnicode:削除
Creator:SYAHME
Version:mbomb's salad
Source:
Tags:L'aventale diverse system - Magic Bomb -
BeatmapID:1284571
BeatmapSetID:607985

[Difficulty]
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CircleSize:3.5
OverallDifficulty:6
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SliderMultiplier:1.80000000596046
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Updated, thanks
User avatar
Beatmap Nominator
1,294 posts
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Earned 2 kudosu.
Image


█ Optional to change --- █ Suggested to change --- █ Unrankable



Image General
  • Good to go!



Image cup
    Gameplay
  • 00:10:527 (4) - Maybe make this slightly inclined to provide more movements? It is quite strange here to have a vertical slider and plays a bit dull.
  • 00:20:885 (2,3) - I feel that the flow is a bit weird because the slider curved inwards, players would rather expect an outward / a vertical start for this slider. Maybe you want to change the shape of this slider to favor it, or a simpler method: Flip 00:21:242 (3,4) - horizontally by Ctrl+H and place this back to its original position, i.e. x:272. You may want to move some notes so the distance of 00:23:385 (4,1) - is notably larger than 00:21:242 (3,4) - like what you have done in the original pattern.
  • 00:45:527 (1,2) - Same as above, would be out of players' expectation. I think the flow can be easier to follow and maybe a bit predictable for the pattern, so it will be good for beginners. In this case, maybe Ctrl+H 00:46:242 (2) - and place it at x:272.
  • 00:54:813 (3) - The bending dot is out of the editor field. While it doesn't cause any problems during gameplay, I think it will be better to keep it inside the field.
  • 00:56:241 (4) - Same thing, maybe bend this (if you want something different from the previous stanza) or slant this?
  • 00:57:670 (1,2,3,1,1,2,1,2,3,1) - Probably a bit dense here for a Cup, in addition it is also a bit boring, with these circle movements. What about replacing 01:00:527 (1,2,1) - with a 1/1 slider like 00:54:813 (3) - ?
  • 01:01:955 (3,1,2) - A bit weird to leave a big gap between both (3,1) and (1,2). I think leaving gap for one of them would be very nice enough. In this case, I would say putting a wider gap between 01:02:312 (1,2) - is better so (2) can be emphasized by a slightly larger distance.
  • 01:02:669 (2,3,4,1,2,3,1) - Concerning the spinner pattern, it starts at the left but the last note is actually at the right, which is 01:06:241 (3) - . Maybe you can be more lenient here and try to end the notes at the left? One of the suggestions would be: *Screenshot, so the flow is nice while it favors the spinner pattern.

    Hitsounds
  • Pretty much you forgot to hitsound the second half of the map starting from 00:24:099 - . Please complete it.

    New Combos
  • The NC patterns are quite weird, I think it is best to have NC starting at the important beats, i.e. the notes with Finish hitsounds. For instance, take a look at 00:00:528 - 00:13:374 - this part: NC at 00:01:569 (2) - because it is after the Finish. Then, for 00:06:242 (1,2,3) - , remove NC at 00:06:242 (1) - and put NC at 00:07:313 (2) - . Lastly, for 00:11:956 (1,2,3) - , NC at 00:12:686 (2) - and remove the one at 00:11:956 (1) - , I think it matches the song with the combo continuation before the second stanza's kick off.



Image mbomb's salad
    Gameplay
  • 00:09:099 (3,4,5,6,1) - For aesthetics in gameplay, I think this can be improved a bit. Basically I think (4,5) should not be at the same x-position so the curve here looks better and the flow would be nicer. One of the suggestions: *Screenshot, or even better: Rework on this curve to make that (5) is the most-outward note.
  • 00:11:956 (2,1,2) - Why not the dash at 00:11:956 (2,1) - instead? I know you tried to make it consistent with 00:00:528 (1,2,3) - for the position to dash, however I think 00:00:528 (1,2,3) - is an exceptional case because of the slider. While for 00:11:956 (2,1,2) - , it will be better to put dash at the suggested part to emphasize the prominent beat at (1).
  • 00:17:671 (6,7,1) - A bit hard to jump from (7) to catch (1). Considering that (6,7) is actually linear and the players have to dash to catch (1), that means they may be in a rush and miss the tail of (7) from that haste. In this case, maybe you want to Ctrl+H (7) and place it back to original position, then add a dash between (7,1), it would be much easier.
  • 00:52:313 (5,6,1) - Same thing actually. However I think the distance of (6,1) can be reduced if you wish to keep the pattern.
  • 00:55:527 (1) - For aesthetics, this plays out really bizarre in gameplay, maybe curve more in the start?
  • 00:57:670 (2,1,2) - Same as 00:11:956 (2,1,2) - .

    Hitsounds
  • Finish it, there are no hitsounds in the difficulty.


Good luck!
User avatar
Rhythm Incarnate
984 posts
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alienflybot wrote:
Image


█ Optional to change --- █ Suggested to change --- █ Unrankable



Image General
  • Good to go! - Nice



Image cup
    Gameplay
  • 00:10:527 (4) - Maybe make this slightly inclined to provide more movements? It is quite strange here to have a vertical slider and plays a bit dull. - Okay, I have changed it into a new shape.
  • 00:20:885 (2,3) - I feel that the flow is a bit weird because the slider curved inwards, players would rather expect an outward / a vertical start for this slider. Maybe you want to change the shape of this slider to favor it, or a simpler method: Flip 00:21:242 (3,4) - horizontally by Ctrl+H and place this back to its original position, i.e. x:272. You may want to move some notes so the distance of 00:23:385 (4,1) - is notably larger than 00:21:242 (3,4) - like what you have done in the original pattern. - Nice, fixed according to your suggestion and the distance is equally same for (4,1) with (3,4).
  • 00:45:527 (1,2) - Same as above, would be out of players' expectation. I think the flow can be easier to follow and maybe a bit predictable for the pattern, so it will be good for beginners. In this case, maybe Ctrl+H 00:46:242 (2) - and place it at x:272. - Okay
  • 00:54:813 (3) - The bending dot is out of the editor field. While it doesn't cause any problems during gameplay, I think it will be better to keep it inside the field. - Okay
  • 00:56:241 (4) - Same thing, maybe bends this (if you want something different from the previous stanza) or slant this? - Okay, I have changed it into a new shape.
  • 00:57:670 (1,2,3,1,1,2,1,2,3,1) - Probably a bit dense here for a Cup, in addition it is also a bit boring, with these circle movements. What about replacing 01:00:527 (1,2,1) - with a 1/1 slider like 00:54:813 (3) - ? - I will keep this 1/2 pattern because of the low BPM.
  • 01:01:955 (3,1,2) - A bit weird to leave a big gap between both (3,1) and (1,2). I think leaving a gap for one of them would be very nice enough. In this case, I would say putting a wider gap between 01:02:312 (1,2) - is better so (2) can be emphasized by a slightly larger distance. - Okay
  • 01:02:669 (2,3,4,1,2,3,1) - Concerning the spinner pattern, it starts to the left but the last note is actually at the right, which is 01:06:241 (3) - . Maybe you can be more lenient here and try to end the notes at the left? One of the suggestions would be: *Screenshot, so the flow is nice while it favors the spinner pattern. - I have fixed some inconsistent on the timeline and changed it into a new pattern.

    Hitsounds
  • Pretty much you forgot to hitsound the second half of the map starting from 00:24:099 - . Please complete it. - Okay, don't worry.

    New Combos
  • The NC patterns are quite weird, I think it is best to have NC starting at the important beats, i.e. the notes with Finish hitsounds. For instance, take a look at 00:00:528 - 00:13:374 - this part: NC at 00:01:569 (2) - because it is after the Finish. Then, for 00:06:242 (1,2,3) - , remove NC at 00:06:242 (1) - and put NC at 00:07:313 (2) - . Lastly, for 00:11:956 (1,2,3) - , NC at 00:12:686 (2) - and remove the one at 00:11:956 (1) - , I think it matches the song with the combo continuation before the second stanza's kick off. - Nice, all fixed.


Good luck! - Thanks

Thanks for the mod.
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alienflybot wrote:
Image



Image mbomb's salad
    Gameplay
  • 00:09:099 (3,4,5,6,1) - For aesthetics in gameplay, I think this can be improved a bit. Basically I think (4,5) should not be at the same x-position so the curve here looks better and the flow would be nicer. One of the suggestions: *Screenshot, or even better: Rework on this curve to make that (5) is the most-outward note. - Tried to do something similar.
  • 00:11:956 (2,1,2) - Why not the dash at 00:11:956 (2,1) - instead? I know you tried to make it consistent with 00:00:528 (1,2,3) - for the position to dash, however I think 00:00:528 (1,2,3) - is an exceptional case because of the slider. While for 00:11:956 (2,1,2) - , it will be better to put dash at the suggested part to emphasize the prominent beat at (1). - I think the pitch change here makes the sound on 2 stronger.
  • 00:17:671 (6,7,1) - A bit hard to jump from (7) to catch (1). Considering that (6,7) is actually linear and the players have to dash to catch (1), that means they may be in a rush and miss the tail of (7) from that haste. In this case, maybe you want to Ctrl+H (7) and place it back to original position, then add a dash between (7,1), it would be much easier. - Reduced in a different way.
  • 00:52:313 (5,6,1) - Same thing actually. However I think the distance of (6,1) can be reduced if you wish to keep the pattern. - Done.
  • 00:55:527 (1) - For aesthetics, this plays out really bizarre in gameplay, maybe curve more in the start? - I kinda like how this looks.
  • 00:57:670 (2,1,2) - Same as 00:11:956 (2,1,2) - . - Same as there.

    Hitsounds
  • Finish it, there are no hitsounds in the difficulty. - Will be done soon.


Good luck!


Thanks for the mod!

Code:
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 24099
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:that day
TitleUnicode:that day
Artist:sakuzyo
ArtistUnicode:削除
Creator:SYAHME
Version:mbomb's salad
Source:
Tags:L'aventale diverse system - Magic Bomb -
BeatmapID:1284571
BeatmapSetID:607985

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:6
ApproachRate:6
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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59456,714.285714285714,4,2,0,100,1,0
60527,714.285714285714,4,2,0,100,1,0


[Colours]
Combo1 : 0,128,255
Combo2 : 255,128,64

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