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Tosochika - Daga Kotowaru

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Topic Starter
OSUjanaiKATSURAda
This beatmap was submitted using in-game submission on Tuesday, September 07, 2021 at 2:53:07 AM

Artist: Tosochika
Title: Daga Kotowaru
Source: Rockman 10
Tags: Megaman 10 JoJo's Bizzare Adventure: Diamond is Unbreakable ジョジョの奇妙な冒険 ダイヤモンドは砕けない ロックマン10 宇宙からの脅威!! Nico Nico Douga koichi hirose josuke higashikata kishibe rohan MAD No Megaman Anime Nitro Rider man jojo Highway Star ハイウェイ スタ Heaven's Door ヘブンズ ドア i refuse Capcom Kono kishibe rohan ga mottomo sukina koto no hitotsu wa jibun de tsuyoi to omotteru yatsu ni NO to kotowatte yaru kotoda parody ロックマン10 オリジナルサウンドトラック novelty japanese
BPM: 214
Filesize: 13218kb
Play Time: 01:22
Difficulties Available:
  1. AdvaNced (3.05 stars, 212 notes)
  2. ANother (5.16 stars, 374 notes)
  3. DaGa KoTowaRu (6.8 stars, 426 notes)
  4. eXtreMe (6.13 stars, 407 notes)
  5. HyPer (4.05 stars, 309 notes)
  6. Normal (2.01 stars, 155 notes)
Download: Tosochika - Daga Kotowaru
Download: Tosochika - Daga Kotowaru (no video)
Information: Scores/Beatmap Listing
---------------
Hitsounds 100%
Video Added
Nico Nico
Youtube
"Daga Kotowaru" Janai "No0o0o0o0o0o" Da

*minor tweaks* after a year of graveyard
saggi
Kotowaru
00:00:438 (4,5) - make blankets with 00:00:018 (1,3)
00:00:999 (1,3) - ^
00:03:803 (4,5,6) - weird spacing
00:04:503 (1,3) - overlap
00:05:485 (4) - move it to white tick
00:12:915 (3) - weird spacing
00:15:298 (5) - ^
00:34:924 (6) - nc
00:37:027 (9) - nc
00:41:373 (7) - nc

In the rest of map there are crazy patterns that u have to change a bit (imo) cuz they are unplayable in any way.

I hope ill get kudosu :3
Topic Starter
OSUjanaiKATSURAda

DominiGG wrote:

Kotowaru
00:00:438 (4,5) - make blankets with 00:00:018 (1,3) i tried if i understood what you intended
00:00:999 (1,3) - ^ Not here
00:03:803 (4,5,6) - weird spacing uhmm... i think i ve changed it to something not that weird
00:04:503 (1,3) - overlap ok
00:05:485 (4) - move it to white tick Nope im following vocals at that part
00:12:915 (3) - weird spacing No i Dont think so pushed it further to emphasis with the strong vocal ( Ka )
00:15:298 (5) - ^ I Dont think so
00:34:924 (6) - nc Ok fixed
00:37:027 (9) - nc well i think it should be on (7) instead
00:41:373 (7) - nc Fixed

In the rest of map there are crazy patterns that u have to change a bit (imo) cuz they are unplayable in any way. Well Maybe when someone will mention it xDD ( i think some jumps need extra readability but i ll try to do something to make them clean )

I hope ill get kudosu :3 Lol
Thanks For the mod :D
flake
hii nm

General

I think a more appropriate background is a bg that somewhat is lighter in color, since the song gives a jolly and meme-ish feel.

Use kiai times only when it's like, the climax of the song. Like at 00:47:120 - and so on. Since "Daga Kotowaru" is the big thing here, adding something that emphasizes it could be a formidable way to show it's dominance towards other parts of the song. As much as possible, only use kiai when it's like, the chorus, peak or the best part of the song. Usually the preview points come before the kiai, so maybe you could also put the preview point nearby the kiai.

My suggestion on where to put the preview point is in 00:45:999 - , where the "Daga Kotowaru" stuff is going to get real crazy haha. Usually the preview point is what makes the players know what they will be going through, so preview points can be crucial in some way.

Nsane

I think that the Insane difficulty is more expert-ish, since there are a heck ton of circles.. Instead, add more 1/2 sliders to the insane so that it'll be more playable.

even I don't think a casual player who can play insanes can play some extreme amount of circles in such a difficulty.

Since it's work in progress, it's best to lay my hands off as a modder. I could probably destroy what you plan on doing, so it's best to complete it before receiving actual mods.

Xtra

I've noticed that most of your sliders end on the white ticks, which is a bad thing. Most of the important sounds are on the white ticks, and it's a better option (well, a really good option) to put the slider heads on the white ticks.

Eh, now for the usual modding style.

00:01:419 (3,4) - It visually doesn't look nice if slider bodies overlap onto other objects, so I suggest you try making it like this:


I basically copypasted 00:00:999 (1) - and did crtl+j to flip it.

As I've mentioned, don't overuse circles on a high bpm. When it's like a verse or something, avoid having extreme jumps or streams unless it's like the whole song that promotes jumps and streams (which this isn't). Like 00:07:167 (1,2,3,4,5,6,7,1,2,3,4,5,6) - . This is killer for an Extra Diff, so maybe consider adding more sliders, less circles on non-kiai times.

Kotowaru

00:04:083 (6,7,8) - Larger spacing

00:47:120 - to 01:05:064 - rip hands

Hopefully this mod helps. Gl
Topic Starter
OSUjanaiKATSURAda

crystalinfusion wrote:

hii nm

General

I think a more appropriate background is a bg that somewhat is lighter in color, since the song gives a jolly and meme-ish feel. Well i think i ve changed it to something better, more meme-ish and a bit more lighter

Use kiai times only when it's like, the climax of the song. Like at 00:47:120 - and so on. Since "Daga Kotowaru" is the big thing here, adding something that emphasizes it could be a formidable way to show it's dominance towards other parts of the song. As much as possible, only use kiai when it's like, the chorus, peak or the best part of the song. Usually the preview points come before the kiai, so maybe you could also put the preview point nearby the kiai.I think that im already doing it that way but as long as the chorus part keeps repeating during the song which calls for a kiai that emphasize and represent it specifically( about preview point i ll think about it later because i intended to put it before the long kiai just to make the whole ( boku no fan ka ... daga kotowaru ) part audible in the preview

My suggestion on where to put the preview point is in 00:45:999 - , where the "Daga Kotowaru" stuff is going to get real crazy haha. Usually the preview point is what makes the players know what they will be going through, so preview points can be crucial in some way. ^

Nsane

I think that the Insane difficulty is more expert-ish, since there are a heck ton of circles.. Instead, add more 1/2 sliders to the insane so that it'll be more playable. I Agree I didnt pay attention to that because i don't have problem with high bpm singletapping, So i ll try to fix it under a reasonable level

even I don't think a casual player who can play insanes can play some extreme amount of circles in such a difficulty.

Since it's work in progress, it's best to lay my hands off as a modder. I could probably destroy what you plan on doing, so it's best to complete it before receiving actual mods.Yeah I wasnt actually expecting a mod on this diff yet so xD

Xtra

I've noticed that most of your sliders end on the white ticks, which is a bad thing. Most of the important sounds are on the white ticks, and it's a better option (well, a really good option) to put the slider heads on the white ticks. Well Some are mainly following Vocals so i ll keep them, but i ll see which less important/representative to vocals that i can start it from white tick instead

Eh, now for the usual modding style.

00:01:419 (3,4) - It visually doesn't look nice if slider bodies overlap onto other objects, so I suggest you try making it like this: i Dont think its an issue to do some overlapping considering it can emphasize some parts but i ll change it to something similiar because It was formerly Like That lol


I basically copypasted 00:00:999 (1) - and did crtl+j to flip it.

As I've mentioned, don't overuse circles on a high bpm. When it's like a verse or something, avoid having extreme jumps or streams unless it's like the whole song that promotes jumps and streams (which this isn't). Like 00:07:167 (1,2,3,4,5,6,7,1,2,3,4,5,6) - . This is killer for an Extra Diff, so maybe consider adding more sliders, less circles on non-kiai times. Only (5,6) changed to a slider instead thus breaking the consecutive singles

Kotowaru

00:04:083 (6,7,8) - Larger spacing No i think that Deep high pitched melody/sound requires such low spacing which represent it differently from the rest

00:47:120 - to 01:05:064 - rip hands Well i did Added a Single Slider to lower the tense/density lol

Hopefully this mod helps. Gl


Thanks for the mod It Was helpful ofc :D
[MTF] Wolfette
Not to much wrong with this map.

Mind if I do a gd?
Topic Starter
OSUjanaiKATSURAda
Not on this set im trying to map all diffs by myself :? ( Thankis Anyway )
Ambrew
Hi!
[Advanced]
I would check AIMod for most errors
Try to be more consistent in NC'ing, some of them you have starting on white ticks, some have multiple NC's in one measure. I would just keep all NC's on just the first downbeat
00:00:438 (2,3) - I would start sliders on white ticks instead of red, they usually will play better
00:01:700 (1) - shouldn't have NC
00:16:560 (3) - Doesn't flow very well to the next note, I would instead make the angle go directly toward the next circle
00:16:840 (1,2,3,4) - Imo, these should have equal spacing. to check this, look on top right (Prev, Next)

[Hyper]
00:00:298 (3) - Blanket is off, should be moved down a little
00:01:419 (6) - NC this
00:01:980 (9) - This looks a little too curved, you can blanket this with 00:02:260 (1) -
00:08:709 (9,10) - Bad overlap
00:12:074 (4,5,6) - You could use the same slider for these
00:21:466 (4,6) - These should be stacked completely
00:35:625 (8,1) - Blanket fix
00:42:074 (1,2) - these shouldn't be overlapping
00:44:597 (1) - this is an interesting slider, but I don't feel like it reflects anything in the music
Assuming the section after the long kiai is the same as the beginning, just apply those same changes :-)

[Another]
00:03:943 (4,5) - Use same slider and rotate.
00:03:943 (4) - particularly this one, you can blanket with 00:03:662 (2) -
00:05:345 (6,8) - You can blanket this one also
00:15:718 (5) - NC on this
00:16:700 (1,2) - switch Ncs
00:19:503 (2,3,4,5,6) - this is kind of an awkward construction, try to make these more inline with each other https://puu.sh/xPbki/cf38be222e.png
00:32:260 (1,2) - These can be in a straight line
00:35:625 (11,1) - Blanket these
00:44:597 (1) - Same as described in the other diff, but I guess if it's across all diffs, it's fine
00:59:807 (2,3,4,5) - it's very unclear how this plays, sliders should never ever start on a blue tick (1/16)

[Xtreme]
00:04:503 (1,3) - Would look better if blanketed
00:05:765 (6,1,2,3,4) - Look placed randomly, if you follow a design, it will look better https://puu.sh/xPbzE/b5cfde9429.png
00:06:746 (6) - NC
00:15:018 (2,3,4) - I would unstack these, I misread this the first time as a triple
00:16:700 (3) - Don't think this is necessary
00:32:541 (5) - NC
00:34:784 (8) - NC
00:36:606 (3) - Stack this at the end of the last slider
00:42:634 (1,2,3,4) - Why a big change in spacing? I would keep these constant spacing
01:03:172 (4) - would change this to circles instead

[Kotomaru]
00:04:503 (1,2) - Bad overlap, would place the circle lower down
00:13:195 (1,2,3,4,5,1) - Would make much more sense if it was moved one measure later
Dunno if it's like that in the other diffs, but don't think you need a spinner for the ending

Main Kiai sections in most of the diffs were very solid
best of luck with your map!
Topic Starter
OSUjanaiKATSURAda

Ambrew wrote:

Hi! Hello
[Advanced]
I would check AIMod for most errors Already Checked,Nothing seems Wrong
Try to be more consistent in NC'ing, some of them you have starting on white ticks, some have multiple NC's in one measure. I would just keep all NC's on just the first downbeat Yea since this Advance diff was WiP, I Wasnt Considering NC's issues by then But i Did Fixed what it seems out of Sync thx
00:00:438 (2,3) - I would start sliders on white ticks instead of red, they usually will play better Well... The case here why i started some sliders from the red tick is ( Starting at red tick its better to represent an overall melody/part than starting the slider from the Wrong tick so that will ended by folllowing a single beat than the whole part/melody) but i ll still check if there is any slider starting pointlessly from the red tick
00:01:700 (1) - shouldn't have NC Since i Already Solved overall NC issues I couldnt see this one anymore
00:16:560 (3) - Doesn't flow very well to the next note, I would instead make the angle go directly toward the next circle No i ll keep it like this as i prefer it this way More
00:16:840 (1,2,3,4) - Imo, these should have equal spacing. to check this, look on top right (Prev, Next) Fixed

[Hyper]
00:00:298 (3) - Blanket is off, should be moved down a little I think Its Fixed
00:01:419 (6) - NC this No the NC'ing Pattern im following is a NC at every Major melody change so its sounds better to NC here 00:02:260 (1) - instead
00:01:980 (9) - This looks a little too curved, you can blanket this with 00:02:260 (1) - Not Really As that structure seems better for me
00:08:709 (9,10) - Bad overlap If i try to improve the Overlap i ll maybe ruin the pattern flow and idea, So i ll keep it for now
00:12:074 (4,5,6) - You could use the same slider for these Thats the same slider they are just not inclined the same Angle ( if that what you meant) i tried to move the last one in a better looking position
00:21:466 (4,6) - These should be stacked completely Umm Ok Done
00:35:625 (8,1) - Blanket fix Ok
00:42:074 (1,2) - these shouldn't be overlapping I think its Fine
00:44:597 (1) - this is an interesting slider, but I don't feel like it reflects anything in the music (its actually following the music ??)well That single Slider there reflects the nature of that part where the Sound got quieter and the most audible sound is what i followed at that time ( vocals plays a role too)
Assuming the section after the long kiai is the same as the beginning, just apply those same changes :-) I did :D

[Another]
00:03:943 (4,5) - Use same slider and rotate. (4,5) is a circle+slider if you mean (3,4) No it seems that Circles fits better to those double sounds instead of a slider..?
00:03:943 (4) - particularly this one, you can blanket with 00:03:662 (2) - Not Necessary But ... Done
00:05:345 (6,8) - You can blanket this one also No instead i make it symmetrical with 00:04:924 (4) -
00:15:718 (5) - NC on this I tried something different
00:16:700 (1,2) - switch Ncs What i did already Concerned these
00:19:503 (2,3,4,5,6) - this is kind of an awkward construction, try to make these more inline with each other https://puu.sh/xPbki/cf38be222e.pngI dont think its awkward its someting i made concerning the types of used instruments/beats but I did Some Minor Changes about it
00:32:260 (1,2) - These can be in a straight line Good idea, Done
00:35:625 (11,1) - Blanket these No thats ok like that
00:44:597 (1) - Same as described in the other diff, but I guess if it's across all diffs, it's fine yep
00:59:807 (2,3,4,5) - it's very unclear how this plays, sliders should never ever start on a blue tick (1/16) Following Vocals as are the main part of the kiai

[Xtreme]
00:04:503 (1,3) - Would look better if blanketed Not this as blanketing here would result to losing the flow/movement i was aiming for
00:05:765 (6,1,2,3,4) - Look placed randomly, if you follow a design, it will look better https://puu.sh/xPbzE/b5cfde9429.pngNo i meant that kind of pattern
00:06:746 (6) - NC Fixed
00:15:018 (2,3,4) - I would unstack these, I misread this the first time as a triple uhmm Tried Something else
00:16:700 (3) - Don't think this is necessary Fixed
00:32:541 (5) - NC Not following that pattern in NC'ing
00:34:784 (8) - NC Same
00:36:606 (3) - Stack this at the end of the last slider actually the idea is to keep the circle somehow linear/parallel to next slider, so i ll keep it
00:42:634 (1,2,3,4) - Why a big change in spacing? I would keep these constant spacing 00:42:634 - here you can hear a start of a new melody thus i spaced the circle a bit further
01:03:172 (4) - would change this to circles instead Changed it but kept the last slider

[Kotomaru]
00:04:503 (1,2) - Bad overlap, would place the circle lower down i Tried
00:13:195 (1,2,3,4,5,1) - Would make much more sense if it was moved one measure later Nope hmm i intended to create jumps at each strong beat
Dunno if it's like that in the other diffs, but don't think you need a spinner for the ending yeah i just forgot to put spinners in the easier diffs( spinners are good imo)

Main Kiai sections in most of the diffs were very solid
best of luck with your map!
Thank you For such Nice Mod :D
udon337
Advanced
  1. 00:00:438 (2,3) - I think that these sliders should start on white lines (after you do that space them accordingly) because the slider tails are on a more prominent sound than the slider heads
  2. 00:05:625 (3) - Could change direction for better flow, but that might just be me
  3. 00:11:513 (6,7,8,1) - Move circles off of slider heads because earlier in the song you had this - 00:03:382 (4,5) - and 00:06:046 (4,5) - which could confuse new players. This actually happens a lot throughout the song and you might want to fix this
  4. 00:13:055 (2,3) - Opposite of last
  5. 00:30:578 (2,3) - Maybe move off of eachother, but that might just be me
    Rest seems good to me (besides the one that I told you to fix throughout the song
Hyper
  1. I like this difficulty the way it is mostly. The spacing and readablity is super weird, I can read lindwurm but not this. For example: 00:26:933 (1,2,3,1,2,3,4) - you should change the way that the sliders are shaped when they are long vs short because it is completely unreadable the first time, sure it compliments the music, but you have to make it playable. Changing the slider shape would help with that. Also: 00:29:877 (3) - wtf
  2. 00:21:606 (5,6,7) - these could be on the same path like this
  3. 00:39:831 (3,4) - spacing spike
  4. 00:45:999 (3,1,2) - ?
Another
  1. Make spacing consistent
  2. 00:00:718 (5,6) - woah
  3. 00:05:625 (7,8,1,2) - I get that they're at a harder level and things can have differing spacing, just do it on parts of the music that compliment it
  4. 00:10:251 (6,2) - Could put these on top of each other
  5. 00:12:775 (7,8) - ??
  6. 00:15:158 (2,3,4) - Could just make this a big equilateral triangle
  7. 00:26:933 (1,2,3,4,5,6,7) - This is just an example for the problem in hyper. This is okay because you have sliders stack upon each other to for the player to infer that there will be something different going on
  8. 00:29:877 (3) - Still don't think this is necessary
  9. I REALLY like the difficulty spike at the long Kiai
  10. 01:12:214 (6,7,8) - Unnecessary difficulty spike
  11. I think you just flipped the start and put it on the end, which is perfectly fine, I just won't mod it cuz I already modded the start and you can just copy paste it again
Xtreme
  1. 00:00:999 (1) - bit of a far jump even for an nc
  2. 00:11:793 (1,2,3,4,5,6,7,8,9,10) - inconsistent spacing
  3. 00:17:401 (3,4,5) - Make these a perfect triangle
  4. 00:39:831 (3,4,5,6) - Make this a perfect square?
  5. 00:40:952 (3,4,5,6) - I think you should instead place your circles in time with that lady talking at this part
  6. 00:46:279 (1,2,3) - Jesus Christ
Nice map! good luck! From my queueueueueueueueeueueueueueueueue
Topic Starter
OSUjanaiKATSURAda

[Miko] wrote:

Advanced
  1. 00:00:438 (2,3) - I think that these sliders should start on white lines (after you do that space them accordingly) because the slider tails are on a more prominent sound than the slider heads yes they are in a more prominent sound but according to music audability but i prefered to follow vocals and the other violin like sound in this case so i ll keep it
  2. 00:05:625 (3) - Could change direction for better flow, but that might just be me I think i tried
  3. 00:11:513 (6,7,8,1) - Move circles off of slider heads because earlier in the song you had this - 00:03:382 (4,5) - and 00:06:046 (4,5) - which could confuse new players. This actually happens a lot throughout the song and you might want to fix this i ll keep it Since this is an advanced but not easy diff So i think its okay to invovle such a tricky patterns/stacking
  4. 00:13:055 (2,3) - Opposite of last I think its fine like that,keep it
  5. 00:30:578 (2,3) - Maybe move off of eachother, but that might just be me Nope I intended that pattern considering the vocals(thus creating a mini jump at every single word
    Rest seems good to me (besides the one that I told you to fix throughout the song yep 8-)
Hyper
  1. I like this difficulty the way it is mostly. The spacing and readablity is super weird, I can read lindwurm but not this I Dont Think So xD. For example: 00:26:933 (1,2,3,1,2,3,4) - you should change the way that the sliders are shaped when they are long vs short because it is completely unreadable the first time, sure it compliments the music, but you have to make it playable. Changing the slider shape would help with that i ll keep it for now That was intended to emphasis the vocals tone change to same slider's shape and direction change and I dont think shape change will help
    Also: 00:29:877 (3) - wtf its fitting the "yobe" in vocals as in the song this part is important and decisive, so i keep it
  2. 00:21:606 (5,6,7) - these could be on the same path like this i ll try something similiar to that, since i dont want a full overlapping to those sliders
  3. 00:39:831 (3,4) - spacing spike Ok i ll reduce it a bit
  4. 00:45:999 (3,1,2) - ? ??
Another
  1. Make spacing consistent Various spacing is needed in harder diffs to represent rhythmically the song
  2. 00:00:718 (5,6) - woah its fine, no change
  3. 00:05:625 (7,8,1,2) - I get that they're at a harder level and things can have differing spacing, just do it on parts of the music that compliment it i was following this aspect but i wasnt considering only music as a factor to create jumps but i consider vocals equally,in this case the first jump i followed the end of the word as the sound 'Ba' is strong enough to call a space increase then others following those 8bit sounds
  4. 00:10:251 (6,2) - Could put these on top of each other Okay
  5. 00:12:775 (7,8) - ?? the concept of "the Calm before the storm" ( considering that the melody sounds like its ending then starting stronger again
  6. 00:15:158 (2,3,4) - Could just make this a big equilateral triangle No i prefer it that way
  7. 00:26:933 (1,2,3,4,5,6,7) - This is just an example for the problem in hyper. This is okay because you have sliders stack upon each other to for the player to infer that there will be something different going on I Think it still has the same effect and playability as hyper(i think if u concentrate on Approach circles it wont be that tricky
  8. 00:29:877 (3) - Still don't think this is necessary It is
  9. I REALLY like the difficulty spike at the long Kiai hehe :D
  10. 01:12:214 (6,7,8) - Unnecessary difficulty spike those spaced 1/2 circles would correlates more to the strong vocals there instead of jumps or snapped circles imo
  11. I think you just flipped the start and put it on the end, which is perfectly fine, I just won't mod it cuz I already modded the start and you can just copy paste it again yep
Xtreme
  1. 00:00:999 (1) - bit of a far jump even for an nc Nope its not even a 1/2 jump its fitting there imo
  2. 00:11:793 (1,2,3,4,5,6,7,8,9,10) - inconsistent spacing its consistent to each related part, when the vocals got weaker/quieter i decreaced the spacing and vice versa
  3. 00:17:401 (3,4,5) - Make these a perfect triangle No i prefer this structure
  4. 00:39:831 (3,4,5,6) - Make this a perfect square? Same thing
  5. 00:40:952 (3,4,5,6) - I think you should instead place your circles in time with that lady talking at this part i think that what i ve done ( and thats not a lady thats a 32 yo Voice actor lol )
  6. 00:46:279 (1,2,3) - Jesus Christ wut 8-)
Nice map! good luck! From my queueueueueueueueeueueueueueueueue
Thankyou for thesweetmod!! :)
Gabe-
tf is this song XD

Kotowaru

00:46:279 (1) - This slider is too fast
00:15:718 (1) - too slow
00:21:326 (7) - NC
01:23:008 (1) - Move this spinner to the blue tick or even remove it (Apply with other diffs too)
Consider increassing OD, 8 is too low for 6.3*

Xtreme

00:13:055 (1) - Put same spacing in all those circles
00:41:092 (4) - Reduce spacing

Good luck
Cheri
M4M From Q - Mod this map https://osu.ppy.sh/s/675527 when ya get the chance ^^

I don't even know what to say about this song tbh... I guess i'll try


  • Another
  1. 00:12:915 (8) - a strong so I suppose bring it down to give it enough spacing to give emphasis?
  2. 00:16:840 (4) - this feel like a jump and I feel that it should had more spacing - maybe X: 300 Y: 354 (this is just an example - ya might want to move it elsewhere and adjusted note around it if ya do decide to change)
  3. 00:27:354 (2,3) - Just an suggestion but I feel ya can move these notes like this to flow better but ya don't have to https://imgur.com/a/vpWZP
  4. 00:27:915 (4) - Maybe move it at X:316 Y: 201 to flow better since it is slightly uncomfortable at this moment
  5. 00:40:251 (6) - You giving this note emphasis when you should be giving emphasis to this note 00:40:391 (1) - which u are not by stacking that with it
    I suggest move (6) elsewhere (like X:385 Y:74 as an quick example of what I am talking about by moving it elsewhere)
  • Hyper
  1. 00:04:363 - I can understand this pause but this 00:01:279 - pause doesn't quite make sense so I just suggest adding a circle
  2. Just notice that ya stack leniency is low when I seen this 00:12:915 (7) - I suggest ya not having it low like that on a Hyper diff like this and just use the old 7 stack leniency
  3. 01:00:158 (5) - for this difficulty - maybe move this to X: 444 Y: 184 and adjusted the slider so it aims 01:00:438 (6) -
    this way it be comfortable to players of this level
  4. 01:03:382 (1) - same things as above - move it to X: 419 Y: 213 and adjusted the slider to aim at 01:03:803 (2) -
Ugh I couldn't help much I but I hope this will do

GL I suppose :)
Topic Starter
OSUjanaiKATSURAda

Gabe- wrote:

tf is this song XD XD

Kotowaru

00:46:279 (1) - This slider is too fast hmm it meant to be fast but i think its okay, even if i consider lowering the velocity it would be a very small change so i keep for now
00:15:718 (1) - too slow No Change it meant to be slow
00:21:326 (7) - NC if there weren't those reverse slider+circle patterns i would normally do An NC from here instead 00:22:447 - but i decided to start it earlier to fit what i mentioned
01:23:008 (1) - Move this spinner to the blue tick or even remove it (Apply with other diffs too) No its fine like that
Consider increassing OD, 8 is too low for 6.3* its not too low but ok i ll change it to 8.2

Xtreme

00:13:055 (1) - Put same spacing in all those circlesNo following particularly the quiete/shy vocals thats why spacing differs in that part
00:41:092 (4) - Reduce spacing ok a slight change

Good luck


Hailie wrote:

M4M From Q - Mod this map https://osu.ppy.sh/s/675527 when ya get the chance ^^

I don't even know what to say about this song tbh... I guess i'll try (troll/parody song like the rest of nico nico douga maps) ??


  • Another
  1. 00:12:915 (8) - a strong so I suppose bring it down to give it enough spacing to give emphasis? No I was following vocals here and i explained further in a previous mod
  2. 00:16:840 (4) - this feel like a jump and I feel that it should had more spacing - maybe X: 300 Y: 354 (this is just an example - ya might want to move it elsewhere and adjusted note around it if ya do decide to change) I agree slightly increased the spacing (x296 instead)
  3. 00:27:354 (2,3) - Just an suggestion but I feel ya can move these notes like this to flow better but ya don't have to https://imgur.com/a/vpWZP Nope Considering that i Meant that kind of full overlapping
  4. 00:27:915 (4) - Maybe move it at X:316 Y: 201 to flow better since it is slightly uncomfortable at this moment Actually i even move it further to left since i wanted to generate an anti flow within those slow sv sliders to feel the movement
  5. 00:40:251 (6) - You giving this note emphasis when you should be giving emphasis to this note 00:40:391 (1) - which u are not by stacking that with it
    I suggest move (6) elsewhere (like X:385 Y:74 as an quick example of what I am talking about by moving it elsewhere) I did Something to unstack but with similiar spacing as the previous kiai's i was emphasisng the expression "Daga Kotowaru" thats why i buffed space between those notes and stacked that to pause the flow for another start/melody again...
  • Hyper
  1. 00:04:363 - I can understand this pause but this 00:01:279 - pause doesn't quite make sense so I just suggest adding a circle well this objectively made to introduce the incoming strong vocal and beat, but i ll consider it later
  2. Just notice that ya stack leniency is low when I seen this 00:12:915 (7) - I suggest ya not having it low like that on a Hyper diff like this and just use the old 7 stack leniency okay Done i preferred full stacks in playmode in some parts thats why i changed, but since its not that big issue i ll put it back to 7
  3. 01:00:158 (5) - for this difficulty - maybe move this to X: 444 Y: 184 and adjusted the slider so it aims 01:00:438 (6) -
    this way it be comfortable to players of this level I Dont think so Since there is even harder stuff and this isnt an challenge for a hyper diff
  4. 01:03:382 (1) - same things as above - move it to X: 419 Y: 213 and adjusted the slider to aim at 01:03:803 (2) - No Change since its actually harder when the next object is linear with slider's tail than when its near the slider's head because mostly dont follow high bpm 1/4 reverses
Ugh I couldn't help much I but I hope this will do It Helped thx

GL I suppose :)

thank you Both for the Mod :D
Peter
Normal
You know that overlapping is unrankable ?
00:06:746 (5,6) - fix blanket it looks like total mess that overlapping rn
00:09:270 (2) - make this less sharp and make blanket with 00:09:831 (3)
00:12:074 (3,4,1) - too sharp stop making those sharp sliders these are cancerous make them less sharp
00:14:036 (2,3) - these are overlapped
00:15:718 (1,2) - same
00:15:718 (1,2) - make normal blanket here
00:19:363 (1,2) - overlapped
00:24:410 (4,1) - make blanket
00:32:260 (3,4) - overlapping + placed in stupid way
00:35:345 (3,2) - overlapping
00:38:148 (1) - is overlapped by 00:37:027 (3)
00:38:709 (2,1,2) - too confusing for normal
00:49:363 (1,2) - make blanket
01:02:260 (4,1,2) - overlapping problem + too confusing
01:03:943 (1,2,3) - why is this placed is straight line move 01:04:223 (2) higher or lower
01:05:064 (1,3) - overlapping you should place slider under circle
01:07:307 (1,2,3,1,2,3,4,5,6,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2) - copying and pasting objects is restricted

Advanced
00:08:989 (1) - too sharp
00:28:055 (1,1) - overlapping
00:37:868 (4,1) - make blanket
00:40:111 (4,1) - placed weirdly
00:47:120 (1,2) - make blanket
00:53:849 (1,2) - same
01:19:644 (6,1) - place 01:20:765 (1) - under

Hyper
00:05:905 (8) - make it less sharp and make blanket with 00:06:606 (9)
00:07:027 (2,5) - overlapping
00:10:952 (8,1,2) - i don't like it 00:11:513 (2) - you should faced up and be straight slider
00:13:756 (3,4) - too close
00:14:737 (7,2) - place 00:15:298 (2) - under
00:15:718 (1,2) - overlapping
00:31:139 (5) - doesnt match with jumps you made
00:41:373 (4,1) - overlapping
i will leave kiai section without a comment
01:04:784 (5,1,2,3,4) - too much overlapping
01:05:064 (1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,1,2,1,2,3,4,5) - copy and paste is restricted

rest of diffs are above 4 GL
Topic Starter
OSUjanaiKATSURAda

PeterEU wrote:

Normal
You know that overlapping is unrankable ? In General i fixed everything which seems "overlapped" (even when its only with notes external walls) i revised the rules its not like im doing that kind of tricky overlaps, already asked a noob friend (fc first try) which it seems easier for him than a normal with overlapped 1/2 notes, rules arent always Absolute but cleared overlaps anyway i dont see the sharp stuff you mentioned as sharp or bad looking so i keep it
00:06:746 (5,6) - fix blanket it looks like total mess that overlapping rn
00:09:270 (2) - make this less sharp and make blanket with 00:09:831 (3)
00:12:074 (3,4,1) - too sharp stop making those sharp sliders these are cancerous make them less sharp
00:14:036 (2,3) - these are overlapped
00:15:718 (1,2) - same
00:15:718 (1,2) - make normal blanket here
00:19:363 (1,2) - overlapped
00:24:410 (4,1) - make blanket
00:32:260 (3,4) - overlapping + placed in stupid way
00:35:345 (3,2) - overlapping
00:38:148 (1) - is overlapped by 00:37:027 (3)
00:38:709 (2,1,2) - too confusing for normal
00:49:363 (1,2) - make blanket
01:02:260 (4,1,2) - overlapping problem + too confusing
01:03:943 (1,2,3) - why is this placed is straight line move 01:04:223 (2) higher or lower why not
01:05:064 (1,3) - overlapping you should place slider under circle
01:07:307 (1,2,3,1,2,3,4,5,6,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2) - copying and pasting objects is restricted
its fine its the same part as the beging completly the same its better to keep the same patterns with a little difference for emphasis,( rest of mods not applied)
Advanced
00:08:989 (1) - too sharp
00:28:055 (1,1) - overlapping
00:37:868 (4,1) - make blanket Done
00:40:111 (4,1) - placed weirdly
00:47:120 (1,2) - make blanket
00:53:849 (1,2) - same
01:19:644 (6,1) - place 01:20:765 (1) - under
no change on the Rest of mod

Hyper
00:05:905 (8) - make it less sharp and make blanket with 00:06:606 (9)
00:07:027 (2,5) - overlapping
00:10:952 (8,1,2) - i don't like it 00:11:513 (2) - you should faced up and be straight slider i like it, it plays better and its symmetrical with the previous slider like (down/up) movement with the same structure that what i was aiming for
00:13:756 (3,4) - too close
00:14:737 (7,2) - place 00:15:298 (2) - under
00:15:718 (1,2) - overlapping
00:31:139 (5) - doesnt match with jumps you made
00:41:373 (4,1) - overlapping
i will leave kiai section without a comment
01:04:784 (5,1,2,3,4) - too much overlapping i ll consider fixing this since i already was thinking of clearing the imperfect placement here
01:05:064 (1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,1,2,1,2,3,4,5) - copy and paste is restricted
rest of the mods not applied

rest of diffs are above 4 GL
Thanks for mod
AMX
Hi M4M From my queue

Map that you'll mod: https://osu.ppy.sh/s/674870

I'll be modding Insane and above as my modding experience with E/N/H is not that good.

Another

  1. 00:00:158 (2) - Slider ends on strong sound, make it something like http://osu.ppy.sh/ss/9306868 maybe?
  2. 00:01:139 (1) - Slider bends so ugly on all these, i'd copy paste 00:00:018 (1) - and make the pattern with that instead
  3. 00:02:260 (1,2,3,4) - Rythm choice is bad, 00:02:260 (1) - Is a drawn out vocal should be 3/4 and 00:02:821 (3) - the drums can be easily heard, i'd make this 2 circles instead.
  4. 00:12:074 (5,6,7,8,9,1,2,3) - 2 much stuff overlapping here makes it look ugly. Space the patterns out a bit more something like https://osu.ppy.sh/ss/9306909
  5. 00:15:718 (1,2) - Looks way better if u stack the 2 on the sliderend of 1
  6. 00:19:083 (1,5) - Stack 5 on 1?
  7. 00:32:821 (4,5,1) - Overlap equally with eachother instead, something like https://osu.ppy.sh/ss/9306926
  8. 00:34:784 (6) - NC?
  9. 00:36:466 (3) - Ugly overlap
  10. 00:43:475 (5,1) - Why is there a unmapped object between these?
  11. 01:23:008 (1) - Remove the spinner, it's useless there.
Xtreme

  1. 00:05:765 (6,1,2,3,4) - Try to make some actual patterns in places like these instead, this looks really messy.
  2. 00:08:008 (1,2,3,4,5,6,7) - This too looks very jumbled and random. Maybe something like https://osu.ppy.sh/ss/9306964 looks a bit better?
  3. 00:32:821 (7,8,9,10) - This is overmapped, the song does not support a stream or burst here, same applies to every other burst/triple/stream that doesn't appear in the song.
  4. 00:47:120 (1,2,3,4,5,6,7,8,9,10) - This also looks jumbled, you need to work on object placement. They need to play nice and look structured in some way. This looks really random
  5. 01:02:821 (1,2,3,4,5,6,1) - Stream ends on the 01:03:382 (1) -
  6. 01:23:008 (1) - remove spinner
Kotowaru

  1. Okay so this is the dif that i'll be going over some basic mapping fundementals in order for a map to be 'good'. First of rythm choice
  2. First of, before u even map anything try to decide what instrument/sound you'll try to follow throughout the song. You can't just place circles and sliders everywhere because for the player/modder it will look totally random. I'll give some examples here: 00:00:018 (1) - You're clearly mapping to the vocals here, but you're putting circles where they support a slider and sliders where the song supports clickable circles. 00:00:018 (1,2) - These 2 should be a slider, you can hear that the vocals are doing a held sound, it's perfect for a slider right? 00:00:298 (3,4) - While here, I would say that u could easily put 3 circles, you can hear the vocals go something like: Ko Ko No, or something like that. This part supports 3 circles instead. Now don't think that you have to map the vocals PERFECTLY, you can always use something of a 'filler rythm' if lets say the vocalist is doing long held out sounds but the song is really intense you can switch and follow the drums for example instead of putting long boring sliders etc. I hope you get what I mean



  3. Second, aesthetics. Yes, your map actually has to LOOK good, to be able to get ranked, even if it plays well and makes sense rythm wise your map still has to look somewhat structured. I'll go over a few examples here where you should focus when making your next map/remapping this. 00:47:961 (1,2,3,4,1,2,3,4,1,2,3,4) - Does this look structured to you? Not for me atleast, it look like a mess tbh. For example, 00:48:522 (1,2,3,4,1,2) - This right here is a pattern in it self, if you listen to the song while looking at the circles I marked u can hear that this is a little 'section'. So why not make a nice little pattern out of it? First of all remove the NC on 00:49:083 (1) - cause there's no reason for it to be there. And then maybe do something like this instead https://osu.ppy.sh/ss/9307075 <- Now this might not be the best pattern out there lol but if you play this u can clearly feel that there's a reason behind these object placements, and a plus is that they don't overlap with the other objects at all. They have their own little pattern there and is almost equally spaced
If you haven't, watch pishifats videos on youtube about different mapping concepts, they're really helpful and every mapper should watch them. At this state, your map isn't really rankable, mostly because of the poor rythm choice and random object placements. Please PM me ingame if there's anything that you didn't understand in the mod! GL man
Topic Starter
OSUjanaiKATSURAda

AMX wrote:

Hi M4M From my queue

Map that you'll mod: https://osu.ppy.sh/s/674870

I'll be modding Insane and above as my modding experience with E/N/H is not that good.

Another

  1. 00:00:158 (2) - Slider ends on strong sound, make it something like http://osu.ppy.sh/ss/9306868 maybe? Nope i meant to represent the other (8bit sound) on red tick which is mainly played on red ticks at this part and compliment the melody here more than a mere strong clap.
  2. 00:01:139 (1) - Slider bends so ugly on all these, i'd copy paste 00:00:018 (1) - and make the pattern with that instead Nope its symmetrical with the next slider and not ugly it will be monotonous to keep same shape for my mapping style.
  3. 00:02:260 (1,2,3,4) - Rythm choice is bad, 00:02:260 (1) - Is a drawn out vocal should be 3/4 and 00:02:821 (3) - the drums can be easily heard, i'd make this 2 circles instead. No its fine as i mentioned before when you cant figure out the represented sound so im mostly mapping to vocals considering those vocals are well audible and (since the song consists importantly on vocals too).
  4. 00:12:074 (5,6,7,8,9,1,2,3) - 2 much stuff overlapping here makes it look ugly. Space the patterns out a bit more something like https://osu.ppy.sh/ss/9306909 No sorry but your try looked a bit even ... i dunno not my mappingstyle(i decreased spacing and overlapped stuff considering the nature of vocals there which is quieter and relaxing and because of those long held sounds which fits more to represent it "taht way".
  5. 00:15:718 (1,2) - Looks way better if u stack the 2 on the sliderend of 1 Not at all i prefer that structure.
  6. 00:19:083 (1,5) - Stack 5 on 1? No it Wont flow good
  7. 00:32:821 (4,5,1) - Overlap equally with eachother instead, something like https://osu.ppy.sh/ss/9306926 it will ruin the kind of movement/flow i want, but i ll consider doing it later
  8. 00:34:784 (6) - NC? No its Not how im NC'ing instead i corrected this 00:32:260 (1) -
  9. 00:36:466 (3) - Ugly overlap Its not that ugly in playmode, but i agree fixed
  10. 00:43:475 (5,1) - Why is there a unmapped object between these? Introducing the next sound by concentrating only on those 8bit held sounds, i liked how it sounds
  11. 01:23:008 (1) - Remove the spinner, it's useless there. not useless & i like spinners
Xtreme

  1. 00:05:765 (6,1,2,3,4) - Try to make some actual patterns in places like these instead, this looks really messy. Uhmm i dont understand what you mean with actual patterns But i tried to improve the structure
  2. 00:08:008 (1,2,3,4,5,6,7) - This too looks very jumbled and random. Maybe something like https://osu.ppy.sh/ss/9306964 looks a bit better?
    Nope not jumbled/random i know about this pattern, and i prefer not to stick at a monotonous mappingstyles even when its not fitting as i intended here to make a more exprensive jump going from narow angles to wider thus emphasising those sounds.
  3. 00:32:821 (7,8,9,10) - This is overmapped, the song does not support a stream or burst here, same applies to every other burst/triple/stream that doesn't appear in the song. Following Vocals
  4. 00:47:120 (1,2,3,4,5,6,7,8,9,10) - This also looks jumbled, you need to work on object placement. They need to play nice and look structured in some way. This looks really random No they play nice its not like every 1/2 circles must have an narrow angle jump and looks structured in editor(did a minor change but the same structure)
  5. 01:02:821 (1,2,3,4,5,6,1) - Stream ends on the 01:03:382 (1) - Clearly no sound here 01:03:312 - even not a vocal
  6. 01:23:008 (1) - remove spinner NO
Kotowaru

  1. Okay so this is the dif that i'll be going over some basic mapping fundementals in order for a map to be 'good'. First of rythm choice i think its just you cant hear the followed rhythm, maybe you are used to read songs and represent them differently or following/sticking to another mapperstyle
  2. First of, before u even map anything try to decide what instrument/sound you'll try to follow throughout the song. You can't just place circles and sliders everywhere because for the player/modder it will look totally random. I'll give some examples here: 00:00:018 (1) - You're clearly mapping to the vocals here Nope, to beats while involving vocals thats why circles are recommended, but you're putting circles where they support a slider and sliders where the song supports clickable circles. 00:00:018 (1,2) - These 2 should be a slider, you can hear that the vocals are doing a held sound, it's perfect for a slider right? 00:00:298 (3,4) - While here, I would say that u could easily put 3 circles, that part i mapped for those vocals which are dominating the song but the sliders still correlating with beats too you can hear the vocals go something like: Ko Ko No, or something like that. This part supports 3 circles instead. Now don't think that you have to map the vocals PERFECTLY, you can always use something of a 'filler rythm' if lets say the vocalist is doing long held out sounds but the song is really intense you can switch and follow the drums for example instead of putting long boring sliders etc. I hope you get what I mean since its the main diff im following vocals when it seems more dominating than music beats and in the same time accomodating between both while using the appropriate object and sometimes vice versa(lol actually i typed this clarification before i read the last bold suggestion)



  3. Second, aesthetics. Yes, your map actually has to LOOK good, to be able to get ranked, even if it plays well and makes sense rythm wise your map still has to look somewhat structured. I'll go over a few examples here where you should focus when making your next map/remapping this. 00:47:961 (1,2,3,4,1,2,3,4,1,2,3,4) - Does this look structured to you? Not for me atleast, it look like a mess tbh. For example, 00:48:522 (1,2,3,4,1,2) - This right here is a pattern in it self, if you listen to the song while looking at the circles I marked u can hear that this is a little 'section'. So why not make a nice little pattern out of it? First of all remove the NC on 00:49:083 (1) - cause there's no reason for it to be there. And then maybe do something like this instead https://osu.ppy.sh/ss/9307075 <- Now this might not be the best pattern out there lol but if you play this u can clearly feel that there's a reason behind these object placements, and a plus is that they don't overlap with the other objects at all. They have their own little pattern there and is almost equally spaced In Genereal i meant to map the long kiai like that considering the way it sounds and im doing those mini patterns thus emphasising the way vocals are remixed there and increasing difficulty of it since the song/sounds got stronger and louder and btw this is the first time to check the long kiai since 4 months when i mapped it which reminded me that i was planning already to improve some structures/patterns but i forgot, but done it now
If you haven't, watch pishifats videos on youtube about different mapping concepts, they're really helpful and every mapper should watch them. I Learned/was learning about mapping, even before pishifat(the account) join osu, and this is a style preference matter not rhytmical/technical issue(i could clear most of possible issues to the point where i wont accept a lot of suggestions, but thats why mods exist At this state, your map isn't really rankable, mostly because of the poor rythm choice and random object placements. I Dont know what to say i already explained about thythm choice, you wanted me to follow what you think is rhythmical but there are various ways of representing the song. etc... :D Please PM me ingame if there's anything that you didn't understand in the mod! GL man
Thanks for the mod :D
Lafayla
Free Mod> small mods
Normal
01:03:382 (2) - I understand you stacked it under 01:02:260 (4) - because "kotowaru" but I don't think it blends well, there are repeated lyrics throughout the song yet this concept is only used once, also for normal having complete overlaps is something you may want to avoid, I would move elsewhere
00:58:896 (3,2) - most vocals are actively mapped, the vocals for these two are passively mapped, I would actively map them to make them consistent with the rest of the map
Hyper
00:46:840 (4) - I like how here the ru sound is mapped but after this you repeatedly leave it behind, like 00:51:466 - 00:55:952 - 00:58:195 - I would make this time a slider from the 00:51:326 (4,4,4) - especially since its the kiai of the map
01:05:905 (5,1) - this is a big gap, I would make a bit smaller especially since its a hyper , i understand the 1/2 beat space gap means you have more room for distance but I think its a bit too large
01:19:083 (4) - not a fan of this overlap, maybe good idea to move a bit over
01:22:447 (4,5) - I would make these 4 circles , its fine the way it is but as the final 2 beats of the song it feels a bit unexpected, if that makes sense, clickables help a song feel like its reached a conclusion
Another
was just about to complain about hitsounds but I read its in progress so I won't, make sure hit sounds are placed on correct parts of sliders
double check new combos , 00:12:354 (6,7,8,9,1) - just one example of the many that I would nc,
00:50:204 (7) - whoa spacing ik its kiai but thats pretty uncomfortable vertical movement
01:22:447 (1,2) - pls 4 circles, pretty pls just kidding but I think they fit better here again
Xtreme
personally I would bump that ar up to 9.4 also see what you think of od 8 for this song, fits better imo
00:32:821 (7) - would nc
00:34:083 (4) - would nc
00:37:728 (9) - would nc to add to next combo
01:22:447 (3,4) - would make circles again, rip sliders
Kotowaru
I would do ar 9.7-10, for 6.4 sr it seems on the low side
some emphasis is really widely spaced compared to average spacing, yes im looking at 01:22:447 (3,4) - and 00:21:887 (2,1,2,1,2,1,2) - using wide angles can show emphasis too, not just spacing
00:46:279 (1,1) - maybe try making this slider take advantage of slider leniency, as it currently is players will be struggling to keep up with the random super high sv of it and hopeless to snap to 1
01:22:447 (1,2) - I would do 4 circles again

best meme map 2017, nice mapset c:
Topic Starter
OSUjanaiKATSURAda

Lafayla wrote:

Free Mod> small mods :D
Normal
01:03:382 (2) - I understand you stacked it under 01:02:260 (4) - because "kotowaru" but I don't think it blends well, there are repeated lyrics throughout the song yet this concept is only used once, also for normal having complete overlaps is something you may want to avoid, I would move elsewhere
I think this is the only creative way i coud represent it and because its the last remixed "daga kotowaru" i wanted to make it special, if i move it elswhere it wont look that good
00:58:896 (3,2) - most vocals are actively mapped, the vocals for these two are passively mapped, I would actively map them to make them consistent with the rest of the map well in this normal i tried to avoid to map in 1/2 in the whole diff considering the high BPM, and i think there are similiar patterns with the same representation throughout the long kiai i ll see if i can improve the vocals emphasis
Hyper
00:46:840 (4) - I like how here the ru sound is mapped but after this you repeatedly leave it behind, like 00:51:466 - 00:55:952 -
as you can hear in this part, there is quieter music background with more dominating vocals, so i tried to make that structure a bit exclusive 00:58:195 - I would make this time a slider from the 00:51:326 (4,4,4) - especially since its the kiai of the map well i followed the same gap during the kiai to afford some break/rest for players regarding the higher SV and note density and harder readability level in this kiai and in the same time to introduce the new start of the same vocals again
01:05:905 (5,1) - this is a big gap, I would make a bit smaller especially since its a hyper , i understand the 1/2 beat space gap means you have more room for distance but I think its a bit too large yea i was just waiting for someone to mention it (Space reduced)
01:19:083 (4) - not a fan of this overlap, maybe good idea to move a bit over i ll try
01:22:447 (4,5) - I would make these 4 circles , its fine the way it is but as the final 2 beats of the song it feels a bit unexpected, if that makes sense, clickables help a song feel like its reached a conclusion lol, what u can hear at end of the song here is mainly vocals so 4 high bpm clicks not that fitting, thus sliders gave better conclusion imo
Another
was just about to complain about hitsounds but I read its in progress so I won't, make sure hit sounds are placed on correct parts of sliders yea still in progress
double check new combos , 00:12:354 (6,7,8,9,1) - just one example of the many that I would nc, i ll think about it, i didnt aplly an NC generally because was following some melody throughout the song(but i think i can change it here i think)
00:50:204 (7) - whoa spacing ik its kiai but thats pretty uncomfortable vertical movement i think i changed it
01:22:447 (1,2) - pls 4 circles, pretty pls just kidding but I think they fit better here again no change
Xtreme
personally I would bump that ar up to 9.4 also see what you think of od 8 for this song, fits better imo i ll try
00:32:821 (7) - would nc No same reason as i explained about NC'ing pace in previous diff
00:34:083 (4) - would nc Same
00:37:728 (9) - would nc to add to next combo just to explain the pace of NC'ing im following this sounds 00:35:905 (1) - and 00:38:148 -
01:22:447 (3,4) - would make circles again, rip sliders no change rip lol
Kotowaru
I would do ar 9.7-10, for 6.4 sr it seems on the low side i ll try
some emphasis is really widely spaced compared to average spacing, yes im looking at 01:22:447 (3,4) - and 00:21:887 (2,1,2,1,2,1,2) - using wide angles can show emphasis too, not just spacing i agree, but the first example isnt that widely spaced, in the second example i think sharp angled or widely spaced jumps is fitting it more i ll see if i find/can involve some wide angles patterns instead of simple jumps
00:46:279 (1,1) - maybe try making this slider take advantage of slider leniency, as it currently is players will be struggling to keep up with the random super high sv of it and hopeless to snap to 1 hmm that random SV Change is important i may give it special colour to characterize it
01:22:447 (1,2) - I would do 4 circles again Same as before lol

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