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This beatmap was submitted using in-game submission on Wednesday, July 26, 2017 at 8:51:12 PM

Artist: fusq + Sian
Title: Happy Nostalgia
Tags: Future Bass
BPM: -600
Filesize: 4429kb
Play Time: 04:15
Difficulties Available:

Download: fusq + Sian - Happy Nostalgia
Information: Scores/Beatmap Listing
---------------
This is my 2nd submitted map (although I have been working on many maps I have not submitted)

Please give me your honest feedback for maximum improvement!
Last edited by Mchi on , edited 31 times in total.
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Whistle Blower
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Hey can I mod your map?
I love fusq.
Thanks.
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Cymbal Sounder
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Absolutely! fusq is amazing :) pm me!
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Combo Commander
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Mod:

00:00:170 (1,1,1,1) - make some sort of pattern with this. Like when you highlight all of these circles, make a shape or pattern out of them, don't just randomly place them.
00:04:670 (1,2) - fix blanket
00:10:670 (1,2) - ^
00:11:607 (2) - the sound on 00:11:795 - is too noticable to just be a body of a slider, maybe not using a slider would be good as well because the sound on 00:12:170 - is very significant and warrants a click as well
00:18:170 (1) - place this somewhere that it doesn't look randomly placed, right now it's just overlapping with 00:16:670 (1,2) -
00:19:670 (1,2) - move this so that the sliderend of 2 is stacked with the head of 00:17:045 (2) -
00:22:670 (1,2,3,4,5) - suggest moving this to the bottom right of the screen to add more variety in screen occupancy
00:23:420 (3,4,5) - questionable stack as the sounds on 00:23:420 (3) - and 00:23:795 (5) - aren't the same. Needlessly hard to read
00:23:795 (5,1) - I would make the space between here (and any other place where the music moves on from one part to another) bigger. It doesn't distinguish the change well because the spacing from that shift in music is the same as some continuous pattern like 00:24:545 (2,1) -
00:32:795 (1,2,3) - Same as before (but if you stay consistent with using this pattern everytime that three note pattern in the song comes up, why not)
00:41:232 (1) - owo. SV is way too fast coming right after a spinner/break
00:44:795 (1) - make this into a circle shaped slider pls, it looks ugly :>
00:46:857 (2,3) - this makes a counter-clockwise movement with the cursor, which feels awkward after the counter-clockwise motion consistent throughout 00:42:920 (1,2,3,4) - to 00:45:732 (3) -
01:02:420 (6) - again, make this prettier, as making a circle with a slider is fairly easy
01:03:170 (1,4,5) - you have to watch out for overlaps like these, hard to read and aesthetically unpleasing most of the time
01:14:419 (1) - easy fix to make it into a perfect circle again
01:14:981 (2) - extremely hard to read
01:28:667 (1) - could easily fit something else here instead of just one repeating slider
01:54:542 (1,2,3,4) - emphasize the 4 more with spacing
01:57:729 (1,2,2) - overlap
01:59:417 (2) - i would move away from the top left of the screen. add more variety in screen movement
02:08:417 (5) - at this point, I assume you don't know how to make a circle the easy way, so this is how you do it. http://i.imgur.com/pomMEvL.jpg
02:15:917 (1,2,3,4,5,6,7) - I mean, wow diff spike
02:21:167 (1) - bad flow, motion before slider is clockwise but the slider is counter-clockwise
issues are the same throughout the map

Notes:

Not bad for a second attempt. You're mapping just lacks experience, the rhythm choice is inconsistent and you don't always highlight the most clickable sounds (this skill is gained only through mapping more though, me pointing them out won't really help)
You need to consider screen usage and use all corners and centre of the screen as evenly as possible (unless you have a reason not to).
Work on making you sliders more pretty and you patterns the same as well. Avoid ugly overlaps and have structure to your note placements. Fix your blankets!
I suggest watching some pishifat videos on youtube, or watching some mappers' streams on twitch when you see any online.

Keep mapping and good luck!
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Cymbal Sounder
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Thank you for all your advice! I really appreciate it :)
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Beat Clicker
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Hey, from my mod queue

General:

It's normal since it's something you gain with experience, but flow and aesthetics will come to your maps naturally as you map more. Improving in those make the quality of your maps much better, so I'm not gonna point out every single mistake, and instead will do a very general overview of your map ^

Memory:

01:03:170 (1) - I see what you're trying to do here, its a blanket but, you can have a simple full circle slider to blanket the head of the repeat slider. It's better for aesthetics

01:23:043 (8,9) - Could be blanket

02:06:167 (2) - Make it a better circle

02:15:167 (9) - NC here (New combo)

02:19:292 (1,2,3) - Stack these properly

02:20:042 (6) - Better slider shape for better blanket

02:30:542 (10) - NC here

02:31:667 (18) - And here

02:33:167 (26) - And here

02:44:979 (1,2) - Better blanket

02:58:385 (1,2,3) - Perfect triangle?

03:46:292 (4,1) - Better blanket

Really good progress for a new mapper especially for a rather technical song! GL!
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Cymbal Sounder
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xJ1 wrote:
Hey, from my mod queue

General:

It's normal since it's something you gain with experience, but flow and aesthetics will come to your maps naturally as you map more. Improving in those make the quality of your maps much better, so I'm not gonna point out every single mistake, and instead will do a very general overview of your map ^

Memory:

01:03:170 (1) - I see what you're trying to do here, its a blanket but, you can have a simple full circle slider to blanket the head of the repeat slider. It's better for aesthetics

01:23:043 (8,9) - Could be blanket

02:06:167 (2) - Make it a better circle

02:15:167 (9) - NC here (New combo)

02:19:292 (1,2,3) - Stack these properly

02:20:042 (6) - Better slider shape for better blanket

02:30:542 (10) - NC here

02:31:667 (18) - And here

02:33:167 (26) - And here

02:44:979 (1,2) - Better blanket

02:58:385 (1,2,3) - Perfect triangle?

03:46:292 (4,1) - Better blanket

Really good progress for a new mapper especially for a rather technical song! GL!


Thank you so much for your help! Some of my combos got weird after I did the last set of changes :o :D
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Hello mod from my queue~
Memory
  • All timing points except the first 160 bpm one are unnecessary and should be removed. Doesn't matter if you are using them for SV changes or whatnot (it's not like using them for that is really acceptable either)
  • Hitsounds need tuning at places (for example in the beginnig they are way too loud)
  • 00:12:170 (4) - could NC since you have NCd every sound like this, althought when you have used slider it has kinda gone differently
  • 00:17:045 (2,3) - fix blanket (many others, next at 00:19:670 (1,2) - just fix every blanket that you have made if it's off, check the approach circle to see if it's proper)
  • 00:25:670 (2) - should be NCd instead (and not pattern like the 2 before, since the rhythm changes since it's new measure) Anyways for NCing, usually it's gonna work just fine if you NC the 1st white tick of every measure.
  • 00:35:795 (1) - example of kinda questionable rhythmical choice: like, spinner is okay, but it would make more sense to begin it from 00:36:170 - on or smth since that's where there's strong sound (which is currently inside the spinner instead). You could then put circle where the spinner begins now or smth. Just listen to the sounds in the music and think of what are important and what aren't as much and then pattern according to it, it will make your map more logical and structured. Another example is not mapping according to rhythm, like at 00:53:420 (1,2,3,4,5,6) - for example where you aren't mapping the one clear sound at 00:53:513 - undermapping rhythmically like this can work when there's just huge mass of not-so-important sounds covering like all of 1/4 or smth, and you want to focus on the important sounds. But in song like this, it would be recommendable to just map everything (and this example here is even the melody)
  • For visuals, overlapping patterns are cool if logical, but for example overlaps like 00:52:107 (5,7) - where they are almost stacked instead will almost all the time look better if just stacked. Also for patterns like 00:49:482 (1,2,3,4,5,6) - preferably make them perfectly symmetrical (otherwise it looks chaotic with the overlaps). Being chaotic not only affects visuals, it can also have negative impact on gameplay
  • Speaking of gameplay, couple examples of that stuff: 00:54:170 (1,2,3,4) - not really gonna work, looks like the stream continues straight from the slider but it has 1/2 gap instead. 00:59:795 (2,3,4,5,1) - I'd just remove this one, it's basically the spacing you've used for 1/2 before, for example 00:53:420 (1,2,3,4,5,6) -
  • Keep in mind what I said about NCing, these more dense sections really need some tuning on that as well
  • 01:55:854 (1,2,3,4,5,1,2,3) - one more thing for the rhythmical stuff, try to begin sliders on strong sounds (or more like, avoid ending sliders on strong sounds) For example here, this patterning is kinda doing it backwards. The sounds at the red ticks are leading for the stronger sounds at the white ticks, but are mapped with sliders in a way that contradicts it
  • Hopefully there are some tips here that will help ya. Kinda kept it more overall with examples (atleast tried) since that should help you more than nitpicking

Good luck!
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Cymbal Sounder
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TheKingHenry wrote:
Hello mod from my queue~
Memory
  • All timing points except the first 160 bpm one are unnecessary and should be removed. Doesn't matter if you are using them for SV changes or whatnot (it's not like using them for that is really acceptable either)
  • Hitsounds need tuning at places (for example in the beginnig they are way too loud)
  • 00:12:170 (4) - could NC since you have NCd every sound like this, althought when you have used slider it has kinda gone differently
  • 00:17:045 (2,3) - fix blanket (many others, next at 00:19:670 (1,2) - just fix every blanket that you have made if it's off, check the approach circle to see if it's proper)
  • 00:25:670 (2) - should be NCd instead (and not pattern like the 2 before, since the rhythm changes since it's new measure) Anyways for NCing, usually it's gonna work just fine if you NC the 1st white tick of every measure.
  • 00:35:795 (1) - example of kinda questionable rhythmical choice: like, spinner is okay, but it would make more sense to begin it from 00:36:170 - on or smth since that's where there's strong sound (which is currently inside the spinner instead). You could then put circle where the spinner begins now or smth. Just listen to the sounds in the music and think of what are important and what aren't as much and then pattern according to it, it will make your map more logical and structured. Another example is not mapping according to rhythm, like at 00:53:420 (1,2,3,4,5,6) - for example where you aren't mapping the one clear sound at 00:53:513 - undermapping rhythmically like this can work when there's just huge mass of not-so-important sounds covering like all of 1/4 or smth, and you want to focus on the important sounds. But in song like this, it would be recommendable to just map everything (and this example here is even the melody)
  • For visuals, overlapping patterns are cool if logical, but for example overlaps like 00:52:107 (5,7) - where they are almost stacked instead will almost all the time look better if just stacked. Also for patterns like 00:49:482 (1,2,3,4,5,6) - preferably make them perfectly symmetrical (otherwise it looks chaotic with the overlaps). Being chaotic not only affects visuals, it can also have negative impact on gameplay
  • Speaking of gameplay, couple examples of that stuff: 00:54:170 (1,2,3,4) - not really gonna work, looks like the stream continues straight from the slider but it has 1/2 gap instead. 00:59:795 (2,3,4,5,1) - I'd just remove this one, it's basically the spacing you've used for 1/2 before, for example 00:53:420 (1,2,3,4,5,6) -
  • Keep in mind what I said about NCing, these more dense sections really need some tuning on that as well
  • 01:55:854 (1,2,3,4,5,1,2,3) - one more thing for the rhythmical stuff, try to begin sliders on strong sounds (or more like, avoid ending sliders on strong sounds) For example here, this patterning is kinda doing it backwards. The sounds at the red ticks are leading for the stronger sounds at the white ticks, but are mapped with sliders in a way that contradicts it
  • Hopefully there are some tips here that will help ya. Kinda kept it more overall with examples (atleast tried) since that should help you more than nitpicking

Good luck!



I changed a decent amount of stuff, but I'd like to know what you thought was wrong with the part at 00:53:513? It's true there is a note there, but it's not very loud (it's the fade away from the previous notes). It feels much more awkward to play when the note in the middle isn't added. I agree there is a note to map there, but it feels pretty quiet and not intuitive to play.

I'm also curious why I should remove the stream at 00:59:795 (2,3,4,5,1) I can if you really think I should, but I moved it so it meets the 1/2 timing (I agree it was wonky.)

Other than that I changed pretty much everything you said. Thank so much for your feedback! :)
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Spinner Sage
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Hello :D , I came from my GD Queue

I think i can do the Image Rain for you. But maybe it will take a while to finish the beatmap since the beatmap has 5 minutes of duration. :D
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Cymbal Sounder
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:cry:
Skycreeper- wrote:
Hello :D , I came from my GD Queue

I think i can do the Image Rain for you. But maybe it will take a while to finish the beatmap since the beatmap has 5 minutes of duration. :D


Take your time! :) I appreciate your interest and would love to mod it after you're done!

I want the map set to be as good as possible, because I'm pushing for ranked status. I'm super excited! Never done a guest diff before :D
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Ehh, for a GD. You don't need to give me a kudosu. It's prohibited bro.
Kudosu is deserved for anyone who mod your map
Tell someone to deny my kudosu please
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Rhythm Incarnate
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Hey

I'm not quite good at modding beginners' maps, since most of the times it's more helpful to comment on what's wrong and what they can do for their next maps.
If you have a problem with this, just tell me

So:

  • Structure: You got a bunch of basic patterns down & you seem to have a good grasp on symmetry, however there's something really important that should be always taken into account: spacing. Spacing between notes and their placement is extremely important if you want to represent a song through a beatmap. What's being regarded in the current mapping standards is that more intense sounds receive larger spacing, while less intense sounds receive smaller spacing. Seems simple at first, but let's take a look at a pattern you used at the beginning. 00:11:607 (2,3,1) - Notice how even though (3) is the most intense sound here, the spacing between the previous note and (3) is quite low. A more aesthetically pleasing and rhythmically accurate choice would be doing something like this: http://osu.ppy.sh/ss/8656657 - You can notice there that now, (3) is has more emphasis than both (2) and (1). If you want more in-depth explanations, then these videos will help you a whole lot: basic spacing / spacing emphasis. Keep in mind that the map structure also needs to regard concepts such as movement the player makes while playing the map, so stuff like 01:03:732 (2,3) - may not feel too intuitive for the player because of the movement he needs to make and the difficulty of this pattern reading-wise.
  • Rhythm: Your rhythm is pretty much fine, and you seem to have a good grasp on when to use 1/1, 1/2, 1/4 well. Something that should also be mentioned is that, using 01:19:669 (2) - as an example, there is a strong sound at 01:19:857 that is currently inside the slider, but there's nothing that represents this sound in your map. Important sounds in a song are also sounds that need to be mapped, and mappers tend to make these sounds clickable (that means that they can't be, for example, a sliderend, since the player just needs to release the key at it). Also, since your song is rhythmically diverse, there's a lot of stuff to play around, and many sounds that should be mapped for a more interesting map! Take 01:23:982 as an example - there's an 8-bit sound (or something idk) that goes 1/4 for a bit, and you didn't really map this sound. Take the chance to find these interesting sounds and map them in an interesting way to properly relate to the song.

There's a bunch more into mapping, and if you want, I can help more, but I'm pretty bad at explaining this through mods or walls of text (because I tend to get lost in my thoughts while writing and I'd rather not confuse you more about it). Just find me in-game and I'll try to help with any questions you have.

Also, if you haven't watched the other pishifat videos yet, it's a 100% recommended viewing experience for any aspiring mapper!

Sorry if this wasn't too helpful ): I'm pretty sure that modding this wouldn't really help you develop your style and I'd pretty much be forcing suggestions on you without making you think about basic mapping concepts.
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Cymbal Sounder
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Mismagius wrote:
Hey

I'm not quite good at modding beginners' maps, since most of the times it's more helpful to comment on what's wrong and what they can do for their next maps.
If you have a problem with this, just tell me

So:

  • Structure: You got a bunch of basic patterns down & you seem to have a good grasp on symmetry, however there's something really important that should be always taken into account: spacing. Spacing between notes and their placement is extremely important if you want to represent a song through a beatmap. What's being regarded in the current mapping standards is that more intense sounds receive larger spacing, while less intense sounds receive smaller spacing. Seems simple at first, but let's take a look at a pattern you used at the beginning. 00:11:607 (2,3,1) - Notice how even though (3) is the most intense sound here, the spacing between the previous note and (3) is quite low. A more aesthetically pleasing and rhythmically accurate choice would be doing something like this: http://osu.ppy.sh/ss/8656657 - You can notice there that now, (3) is has more emphasis than both (2) and (1). If you want more in-depth explanations, then these videos will help you a whole lot: basic spacing / spacing emphasis. Keep in mind that the map structure also needs to regard concepts such as movement the player makes while playing the map, so stuff like 01:03:732 (2,3) - may not feel too intuitive for the player because of the movement he needs to make and the difficulty of this pattern reading-wise.
  • Rhythm: Your rhythm is pretty much fine, and you seem to have a good grasp on when to use 1/1, 1/2, 1/4 well. Something that should also be mentioned is that, using 01:19:669 (2) - as an example, there is a strong sound at 01:19:857 that is currently inside the slider, but there's nothing that represents this sound in your map. Important sounds in a song are also sounds that need to be mapped, and mappers tend to make these sounds clickable (that means that they can't be, for example, a sliderend, since the player just needs to release the key at it). Also, since your song is rhythmically diverse, there's a lot of stuff to play around, and many sounds that should be mapped for a more interesting map! Take 01:23:982 as an example - there's an 8-bit sound (or something idk) that goes 1/4 for a bit, and you didn't really map this sound. Take the chance to find these interesting sounds and map them in an interesting way to properly relate to the song.

There's a bunch more into mapping, and if you want, I can help more, but I'm pretty bad at explaining this through mods or walls of text (because I tend to get lost in my thoughts while writing and I'd rather not confuse you more about it). Just find me in-game and I'll try to help with any questions you have.

Also, if you haven't watched the other pishifat videos yet, it's a 100% recommended viewing experience for any aspiring mapper!

Sorry if this wasn't too helpful ): I'm pretty sure that modding this wouldn't really help you develop your style and I'd pretty much be forcing suggestions on you without making you think about basic mapping concepts.


Thank You for all your comments! I am pushing for ranked status on this map, but from what you're saying it seems like I'm going to have to change a lot. Honestly I thought that basic spacing overrode spacing emphasis, so I don't have much spacing emphasis on this map (regrettably so). If you think I should start working on a new map and graveyard this one then maybe I should :o
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