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Band Ja Naimon! - METAMORISER(TV Size)

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Topic Starter
Respirte
This beatmap was submitted using in-game submission on 26 January 2019 at 19:21:21

Artist: Band Ja Naimon!
Title: METAMORISER(TV Size)
Source: つぐもも
BPM: 160.5
Filesize: 2781kb
Play Time: 01:28
Difficulties Available:
  1. Easy (1.61 stars, 109 notes)
  2. Hard (3.38 stars, 242 notes)
  3. Hny's Insane (4.72 stars, 342 notes)
  4. Malison Cleaner (5.06 stars, 364 notes)
  5. Normal (2.22 stars, 156 notes)
Download: Band Ja Naimon! - METAMORISER(TV Size)
Information: Scores/Beatmap Listing
---------------
An early attempt of mine to push something, only to now linger in the grave after this update.

DOKO NI ITAI?

{Easy} Me
{Normal} Me
{Hard} Me
{Hny's Insane} Hny
{Malison Cleaner} Me
{+5* Diff} not a necessity, but open for now.

Tags will be added at a later date

01:13:774 (1) :D
Hny
Mod it nups
Spayyce
Hey! M4M as agreed!

General

  1. Rank Criteria states that your lowest difficulty must be 2* or lower, you'll need to either add a new difficulty or make the spread lower.

Malison Cleaner

Metadata
AR +0.2/0.4
OD +0.8
HP +1

00:00:110 (1,2,3,1,2,3,4) - Here the idea is fine I guess (although I am a bit iffy on the directional flow of the slider you used as well as the shape but its just preference). For 00:00:857 (3,1,4,1) this part, the spacing isn't consistent in the jumps, there is a significant difference here whilst the music is pretty much a repeat of itself. I would maybe consider making the distance snapping here equal just for consistency.

00:03:101 (2,3,4) - There are overlaps here that make the sliderwork look a bit unprofessional here, just spacing out these areas in general by being more liberal with the distance snapping will probably fix this though! :)

00:04:596 (2) - Moving this somewhere like X:256 Y:272 would work wonders on making more effective use of the mapping area as a whole so its not just constricted to the middle part as much.

00:05:344 (4) - X:88 Y:272 just for consistency if you agree with the above! :)

00:04:783 (3,1) - Overlap plays really weirdly, makes the note hard to interpret because it's still partly hidden under the slider before, consider rearranging the slider to make it stand out more and better readable.

00:06:278 (2) - Move this above a little so the slider border isn't touching the previous one.

00:07:120 (1) - Move this to the blue tick because the note hits there better.

00:08:724 (1) - Flow in general at this area just doesn't feel natural. Kind of hard to articulate this one because flow is really subjective but it just doesn't feel right due to positioning of the sliderends. An example would be with 00:08:724 (1,2,3,4) - This group of sliders. The first slider is fine but then the flow of direction goes back into slider 2, which is pointed upward, making the cursor movement snappy and rough. Maybe consider keeping one angle for each set of notes just so the user can better predict how to approach each set of notes especially with the high velocity and bpm.

00:11:172 (1,3) - Overlap here, I mentioned above about these.

00:12:397 (1,3) - ^

00:13:315 (4) - This doesn't have any real structure to it and just feels like a lot of red anchors placed with no real reason, I would limit the amount of red anchors or at least make it more consistent like here:


00:14:387 (3,1) - Overlap again

00:18:366 (1) - Kinda gimmicky because it's so fast and sudden. I would consider nerfing this a little bit just to be safe though.

00:19:744 (3) - I would make this more distinct other than a rotate just to give it more independence from the previous two notes. Just to work better with the progression in the verse. Also small overlap on the sliderend.

00:20:203 (4) - Imperfect blanket, moving the middle anchor out more would achieve something like this which envelops the sliderend much better.


00:20:203 (4,5,6,1) - Spacing plays weirdly here, I would avoid sudden changes in distance snap like this as it's more clear you're doing this. If you want to do this make it last longer and be more progressive ^^

00:21:581 (3,4,1) - Placements just feel random, they don't really feel intuitive with eachother and they aren't working well with eachother. I am unsure if I just fail to see it but they don't have any synergy together. Idk if its just me tho >.<

00:24:030 (3,4,5) - Slider 5 is a bit more further away than the other two notes, moving it closer will fix though! :)

00:26:019 (1) - Curve is too sharp so it makes the slider "pull" out in a pre-2012-esque fashion, I prefer using these types of waves because they're easier to make blankets/work with in general.


00:28:162 (1) - Same as before about nerfing

00:28:468 (1,2,3) - Overlaps! :o

00:29:999 (4,5,6) - Spacing is the same here but it starts 1/2 and ends 1/1 with no angular curve to show otherwise, this will probably be confusing for players to hit successfully.

00:33:366 (1,2,3) - Same as: 00:24:030 (3,4,5)

00:34:438 (6,6) - Maybe stack these with their respective notes (00:33:825 (4,4) ).

00:37:652 - Maybe add a note here, I can hear a percussion getting introduced around here.

00:38:264 (1,6) - Maybe make the red anchor on this work better with this note so they can work nicer together, it would make an even more valid reason for the red anchor and play better.

00:40:560 (1) - X:392 Y:264 just to make this diamond-ish shape more consistent and better looking.

00:43:162 (1,2,3,4,1,2,3,4) - Spacing is just random here? I don't understand why it changes multiple times within this area because the music isn't really giving much variation. I would keep this the same for the matter of consistency.

00:52:652 (3) - X:232 Y:280 just so it's consistent with the triangle shape before. Also if you do this make sure this 00:52:805 (4) isn't overlapping it when you're done! :)

Continue this later, hmu if you don't hear from me by tomorrow.

Alright, lets continue!

00:07:120 (1) - Resnap this! ^^

00:26:019 (1) - Move this to x:312 y:144 maybe so you can make a blanket more distinct in gameplay? :)

00:56:479 (1) - Perhaps rotating this by 30 degrees or so would make it have my synergy with the previous slider, something like a prolonged curve.


00:57:244 (5) - If they're going to overlap like this (I think these overlaps are more tasteful) I would have it be consistent with the sliderstart and sliderend in this instance, or otherwise we can just unoverlap them. Maybe something like this perchance?


00:57:703 (1,2,3) - Make it so the visual distance between the head of slider 1 and the end of slider 3 are consistent with the placement of the 2nd note in this grouping.

00:59:846 (6) - Stack this maybe so the user has a better understanding on where the jump notes will be in a cleaner way. :)

01:00:458 (2) - Moving this to x:336 y:260 would create a nice anti-blanket effect because it'd be at the center of the apex, also without an overlap too ;)

01:02:142 (4) - Mild stacking issue here.

01:03:366 - The 1/4 in the music doesn't start until here so I'd remove the 1/4 notes up until here. :)

01:05:968 (6) - I don't understand this slider? Would it not just be better to keep it as a normal three point curved blanket?

01:07:499 (1) - Move the end anchor on this slider to x:184 y:288 so the blanket is more prominent and consistent throughout.

01:09:183 (2) - Making this curve more shallow will allow for it to the blanket the side of the slider more effective, making it look more 'cozy' throughout. Same for 01:09:489 (3) too.


01:10:101 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7) - Keep the distance on your 1/4's consistent here, there is no reason for every one to have its own independance distance snap due to how the song doesn't change pitch or tempo. Also make sure each triplet/doublet also is evenly spaced just so it looks more appealing and consistent.

01:11:937 (7,8) - Overlap! ;)

01:12:856 (3) - I would overlap this one under the slider personally because it makes it less obstructed by the sliders path.

01:12:703 (2,3,4,5,6,7,8) - Also, keep the spacing on these consistent, this is important since the shape is really prominent through play on these parts in particular.

01:13:774 (1,1) - Unsure on the rankability of this since the sliders are near-perfect in shape consistency and players might not be able to see that there is another slider under this, coupled with the insane speed of them too this could throw a lot of players off.

01:14:693 (4,5,4,5) - Stack these for better symmetry in this shape maybe?

01:16:070 (1,2,3) - Make the sliderends have even spacing on the note in the middle for better aesthetics.

01:21:734 (4) - Center the red anchor a little more so its consistent with the slider type before. :)

01:24:795 (1,2,3) - Spacing is jarring here because there is no indication you're swapping from 1/2 to 1/1 in this part which plays odd.

01:25:509 (4,5) - Why are these snapped on 1/12? x.x

01:25:713 (6,7,8,9,10,11,12) - Overmap, it just sounds way too overpowering here. First I would lower the hitsound volume here, and secondly I wouldn't use a sliderstream. I would keep with 1/4 notes here just so its cleaner and makes a little bit more sense.

Hny's Insane

Hard

Normal
Topic Starter
Respirte

-Space- wrote:

Hey! M4M as agreed!

General

  1. Rank Criteria states that your lowest difficulty must be 2* or lower, you'll need to either add a new difficulty or make the spread lower.
Thanks for the heads up on that! There is a space still open for the easy diff, so the set isn't wholly complete yet.

Malison Cleaner

Metadata
AR +0.2/0.4 up to 9. Might continue playing around with this figure still in the future.
OD +0.8 up to 8
HP +1 I'm personally not a fan of using HP7. Gonna keep it at 6 for now, with potential to move it up in the future.

00:00:110 (1,2,3,1,2,3,4) - Here the idea is fine I guess (although I am a bit iffy on the directional flow of the slider you used as well as the shape but its just preference). For 00:00:857 (3,1,4,1) this part, the spacing isn't consistent in the jumps, there is a significant difference here whilst the music is pretty much a repeat of itself. I would maybe consider making the distance snapping here equal just for consistency. Those sliders have gone through a lot,
and will continue to do so. :P Balanced the Distance snap between the two repeating sections.


00:03:101 (2,3,4) - There are overlaps here that make the sliderwork look a bit unprofessional here, just spacing out these areas in general by being more liberal with the distance snapping will probably fix this though! :)

00:04:596 (2) - Moving this somewhere like X:256 Y:272 would work wonders on making more effective use of the mapping area as a whole so its not just constricted to the middle part as much. oo!

00:05:344 (4) - X:88 Y:272 just for consistency if you agree with the above! :) infact, flow is a lot more circular with these two changes.
Thanks! :D


00:04:783 (3,1) - Overlap plays really weirdly, makes the note hard to interpret because it's still partly hidden under the slider before, consider rearranging the slider to make it stand out more and better readable. given 00:05:531 (1,2) - a spin

00:06:278 (2) - Move this above a little so the slider border isn't touching the previous one. done

00:07:120 (1) - Move this to the blue tick because the note hits there better. Nice catch! Fixed.

00:08:724 (1) - Flow in general at this area just doesn't feel natural. Kind of hard to articulate this one because flow is really subjective but it just doesn't feel right due to positioning of the sliderends. An example would be with 00:08:724 (1,2,3,4) - This group of sliders. The first slider is fine but then the flow of direction goes back into slider 2, which is pointed upward, making the cursor movement snappy and rough. Maybe consider keeping one angle for each set of notes just so the user can better predict how to approach each set of notes especially with the high velocity and bpm. At this play level,
the kick sliders being used to represent as many of the notes in the song as possible without asking people to tap a 1/8th snap divide at 196bpm. The harshness of the synth in this part is also trying to be represented with the rough flow in this section. this is a difficult pattern to sight read, as this pattern of reverse sliders into circle on 1/8th ticks is uncommon, but I've tried to make it as readable as possible, and most players at this level would treat the reverse sliders as circles, and so direction of those sliders should become purely aesthetic.


00:11:172 (1,3) - Overlap here, I mentioned above about these. salvaged

00:12:397 (1,3) - ^ fixed!

00:13:315 (4) - This doesn't have any real structure to it and just feels like a lot of red anchors placed with no real reason, I would limit the amount of red anchors or at least make it more consistent like here: ugly sawtooth slider on my end. Given it more uniformity.


00:14:387 (3,1) - Overlap again fixed.

00:18:366 (1) - Kinda gimmicky because it's so fast and sudden. I would consider nerfing this a little bit just to be safe though. The note has been given it's own combo to separate it from the next set of sliders coming in. Also, because of it's shape, slider leniency will cover the player even if they don't move fast enough. It's a high diff. Players deserve a few gimmicks :^)

00:19:744 (3) - I would make this more distinct other than a rotate just to give it more independence from the previous two notes. Just to work better with the progression in the verse. Also small overlap on the sliderend. true

00:20:203 (4) - Imperfect blanket, moving the middle anchor out more would achieve something like this which envelops the sliderend much better. improved blanket and altered above slider shape


00:20:203 (4,5,6,1) - Spacing plays weirdly here, I would avoid sudden changes in distance snap like this as it's more clear you're doing this. If you want to do this make it last longer and be more progressive ^^ It is a big change in distance snap to get to here, but there's plenty of time to respond to it, given the SV and slider lengths of the first 4 objects in the combo, imo :)

00:21:581 (3,4,1) - Placements just feel random, they don't really feel intuitive with eachother and they aren't working well with eachother. I am unsure if I just fail to see it but they don't have any synergy together. Idk if its just me tho >.< 2,3 is mirror repeating 6,1 beforehand, and 4,1 is packed in between those two previous combo sliders as I want the combo to gradually expand out across the map, rather than jumping the player round here as the vocal track is wavering around the second highest note in this phrase at this point.

00:24:030 (3,4,5) - Slider 5 is a bit more further away than the other two notes, moving it closer will fix though! :) Nice catch! fixed.

00:26:019 (1) - Curve is too sharp so it makes the slider "pull" out in a pre-2012-esque fashion, I prefer using these types of waves because they're easier to make blankets/work with in general. Sliders were ugly. Thank you Senpai <3


00:28:162 (1) - Same as before about nerfing Let's agree to disagree :)

00:28:468 (1,2,3) - Overlaps! :o I've thrown a curveball. No wait, I've thrown some curvy sliders around the map.

00:29:999 (4,5,6) - Spacing is the same here but it starts 1/2 and ends 1/1 with no angular curve to show otherwise, this will probably be confusing for players to hit successfully. Made the spacing much more intuitive.

00:33:366 (1,2,3) - Same as: 00:24:030 (3,4,5) Bumped the middle object in line.

00:34:438 (6,6) - Maybe stack these with their respective notes (00:33:825 (4,4) ). Chose to avoid a direct stack for readability, given how close they are to each other in the combo.

00:37:652 - Maybe add a note here, I can hear a percussion getting introduced around here. After looking at it for a while, I'm in agreement with you here :)

00:38:264 (1,6) - Maybe make the red anchor on this work better with this note so they can work nicer together, it would make an even more valid reason for the red anchor and play better. The Red anchors are because the sawtooth lead synth comes back in this section, and because of the vocalist change here where the vocal part is a lot harsher. Musical aesthetic choice, but I definitely agree with mounting the red anchor :D

00:40:560 (1) - X:392 Y:264 just to make this diamond-ish shape more consistent and better looking. ty!

00:43:162 (1,2,3,4,1,2,3,4) - Spacing is just random here? I don't understand why it changes multiple times within this area because the music isn't really giving much variation. I would keep this the same for the matter of consistency. The heads are going round in a consistent square pattern. It's another one of those patterns where slider leniency will have you covered. If needs be later on, I can change the direction of some of the sliders, but I'm going to leave it for now. Apologies :)


00:52:652 (3) - X:232 Y:280 just so it's consistent with the triangle shape before. Also if you do this make sure this 00:52:805 (4) isn't overlapping it when you're done! :) fixed! also bumped the two previous objects up a tad on the grid to equalise spacing a little better here.

Continue this later, hmu if you don't hear from me by tomorrow.

Alright, lets continue!

00:07:120 (1) - Resnap this! ^^ AI Mod always got our backs :D

00:26:019 (1) - Move this to x:312 y:144 maybe so you can make a blanket more distinct in gameplay? :) sure! done.

00:56:479 (1) - Perhaps rotating this by 30 degrees or so would make it have my synergy with the previous slider, something like a prolonged curve. oo! definitely did not spot that. Good call!

00:57:244 (5) - If they're going to overlap like this (I think these overlaps are more tasteful) I would have it be consistent with the sliderstart and sliderend in this instance, or otherwise we can just unoverlap them. Maybe something like this perchance? something to that effect, yeah.

00:57:703 (1,2,3) - Make it so the visual distance between the head of slider 1 and the end of slider 3 are consistent with the placement of the 2nd note in this grouping. Also balanced this better now with the previous (6) from the end of the last combo.

00:59:846 (6) - Stack this maybe so the user has a better understanding on where the jump notes will be in a cleaner way. :) After looking at that again, I was more concerned about the (2) circle buried under the (6) slider from the last combo. Took your suggestion of improving stacking, and did a little bit more note shuffling :)

01:00:458 (2) - Moving this to x:336 y:260 would create a nice anti-blanket effect because it'd be at the center of the apex, also without an overlap too ;) Grid level 4. aaaaa. agree and fixed tho. :)

01:02:142 (4) - Mild stacking issue here. fixed!

01:03:366 - The 1/4 in the music doesn't start until here so I'd remove the 1/4 notes up until here. :) Gonna leave the overmap for now as the momentum can be felt in the music at this point, and helps drive it into the next section.

01:05:968 (6) - I don't understand this slider? Would it not just be better to keep it as a normal three point curved blanket? Huh. I don't really know how that got there either. :thinking: It's gone now.

01:07:499 (1) - Move the end anchor on this slider to x:184 y:288 so the blanket is more prominent and consistent throughout. Wasn't too sure about those co-ords, but I have shifted the slider slightly here.

01:09:183 (2) - Making this curve more shallow will allow for it to the blanket the side of the slider more effective, making it look more 'cozy' throughout. Same for 01:09:489 (3) too. Did a bit of flower arranging here.

01:10:101 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7) - Keep the distance on your 1/4's consistent here, there is no reason for every one to have its own independance distance snap due to how the song doesn't change pitch or tempo. Also make sure each triplet/doublet also is evenly spaced just so it looks more appealing and consistent. It was a pain to read with the sliders into circles into sliders glued together, so that small space still exists, but every other group has been DS'd to around 0.6x here.

01:11:937 (7,8) - Overlap! ;) Fixed!

01:12:856 (3) - I would overlap this one under the slider personally because it makes it less obstructed by the sliders path. Head of slider (1)
is stacked with circle (4) now. (2) is a crushed blanket, but it keeps the spacing growth balanced at this end part.


01:12:703 (2,3,4,5,6,7,8) - Also, keep the spacing on these consistent, this is important since the shape is really prominent through play on these parts in particular. Spacing increase has been made more consistent for the shaping. (7,8) is a small drop is distance here just because of the direction of the pattern.

01:13:774 (1,1) - Unsure on the rankability of this since the sliders are near-perfect in shape consistency and players might not be able to see that there is another slider under this, coupled with the insane speed of them too this could throw a lot of players off. Definitely did need a nerf. Might even nerf the objects themselves, but they have been spaced out so they are muuch clearer to read now.

01:14:693 (4,5,4,5) - Stack these for better symmetry in this shape maybe? good call. done.

01:16:070 (1,2,3) - Make the sliderends have even spacing on the note in the middle for better aesthetics. Even stacks nicely with (5) from previous combo now.

01:21:734 (4) - Center the red anchor a little more so its consistent with the slider type before. :) fair call :)

01:24:795 (1,2,3) - Spacing is jarring here because there is no indication you're swapping from 1/2 to 1/1 in this part which plays odd. It's a slow enough section for players at this level to have time to read the AR here. I wanted this to be a fixed point where players would have played stacked notes, but direct stacks would have been really difficult to read. For now, I've given 3 a little bit more space from 1,2.

01:25:509 (4,5) - Why are these snapped on 1/12? x.x They're snapped to 1/6, and they're following the whizzy synth bit at the end. xd the first two notes are undermapped to this stream just because aesthetically, the single long trail of slider stream didn't look all that great.

01:25:713 (6,7,8,9,10,11,12) - Overmap, it just sounds way too overpowering here. First I would lower the hitsound volume here, and secondly I wouldn't use a sliderstream. I would keep with 1/4 notes here just so its cleaner and makes a little bit more sense. If you listen to it at 25% speed, there is a note on every slider head and tail on this 1/6 beat snap, and it would be cruel to ask players to tap every note at that speed. :S I do agree that the hitsounds are too loud at this point tho, and have brought them down.

Hny's Insane

Hard

Normal
Holey Tights! You're really going above and beyond here, and it is ridiculously appreciated. Thank you so much! :D I look forward to ciphering through the rest of your mods. ^ ^
Chapter two was a fascinating read. I liked the part where Bumblebee scared off all the dark magicians. Look! a whole difficulty modded! :o Again. Thank you for your time! <3
fuerchter
yoyoyo
modpost delivery here! usual disclaimer for now: i'm shit at mapping and modding (you know that though)

Hard
00:08:724 - could use kiai here until 00:13:774 - since it goes from very low intensity to high intensity right away
00:10:407 (2,3,4) - why is (3) stacked and (4) is not? they are each the same amount of time apart (this comes up again later, when this pattern is repeated). would suggest moving (3) to (358, 186) for example.
00:55:101 (8) - too close to the previous note? (might click this already with the same rhythm as before)
00:58:774 (4) -, 01:04:744 (5) -, 01:08:570 (4) - all three feel more like a click than a slider to me
01:10:713 (3) - sliding through a hit (vocals) here, you could try making the slider half its length and letting it reverse once (so essentially you have three hits in the same time instead of two)
01:12:856 (2,3,4,5,6,1) - this section i find a bit hard. scaling down the jumps should make it easier. also i find it a bit weird, that (4) overlaps with the slider end, in fact you could think it was the next note after the slider if there were no combo numbers.
01:13:774 (1) - would suggest having the slider end a half note earlier. then place another note where the slider end previously was (could blanket it the same way as 01:15:152 (3,4))

stacks sometimes have a different meaning timing-wise it seems? sometimes they represent full notes, sometimes half notes, sometimes quarter notes. example of how it's confusing (to me): at 01:04:438 (3,4,5) - I did not realize these were half notes even until i saw it in the editor (and i definitely played it a few times before that).
full note: 01:16:683 (3,4,1)
half note: 00:03:101 (3) -, 00:54:030 (6,7) -, 00:55:101 (8,1) -, 01:04:438 (3,4,5) -, 01:24:795 (1,2) -, 01:26:172 (6,1) -
quarter note: 00:11:632 (2,3,4) -, 00:24:030 (3,4,5) -, 00:25:254 (2,3,4) -, 00:38:264 (1,2,3) -

combo, hope these make sense the way i suggest them:
00:03:101 (3,1) - start nc on the first hit, not the second
00:23:570 (1,2) - could start nc on the second hit instead of the first to begin combo with the vocals. doesn't really matter that much though
00:30:458 (6) - make this nc in my opinion. then either decide to keep the next hit nc or don't
00:32:907 (5,1) - vocal phrase starts on the first of these two so nc there instead
00:39:336 (6,1) - nc on the first hit, not the second
00:49:285 (1) - not a nc imo
00:51:580 (1,2) - make the second one nc, not the first
00:52:805 (1) - not a nc
00:55:101 (8,1) - first hit nc, not second
01:03:825 (1) - not a nc, make 01:04:438 (3) nc instead
Topic Starter
Respirte

fuerchter wrote:

yoyoyo
modpost delivery here! usual disclaimer for now: i'm shit at mapping and modding (you know that though) Always a pleasure to hear from you :D

Hard
00:08:724 - could use kiai here until 00:13:774 - since it goes from very low intensity to high intensity right away For short songs, it's generally best to just stick with having one Kiai time in the chorus. Also, Kiai times shorter than 15 seconds are not recommended either by the AIMod :P
00:10:407 (2,3,4) - why is (3) stacked and (4) is not? they are each the same amount of time apart (this comes up again later, when this pattern is repeated). would suggest moving (3) to (358, 186) for example. It was an aesthetic choice to keep everything in this section stacked neatly, but looking at it now, it is a little unintuitive.
00:55:101 (8) - too close to the previous note? (might click this already with the same rhythm as before) With the Approach rate at the speed it is currently, the next note doesn't start to appear until the previous note (7) is clicked.
00:58:774 (4) compared to the circles before on short, snappy syllables, this word is held for a duration on this note. Also helps the player out in this diff by giving the object a direction of flow to the next note. , 01:04:744 (5) Three circles felt visually empty here for this part, and again, aids the player with directional flow (the higher diffs has three circles here for reference, and the one above that has three sliders here.
:P
01:08:570 (4) - all three feel more like a click than a slider to me similar to the first slider. long held note and flow. commented on these individually
01:10:713 (3) - sliding through a hit (vocals) here, you could try making the slider half its length and letting it reverse once (so essentially you have three hits in the same time instead of two) I'm allowed to ignore rhythms on lower diffs :) I did this here because a number of instruments drop out at this point, so I wanted to make the rhythm less dense.
01:12:856 (2,3,4,5,6,1) - this section i find a bit hard. scaling down the jumps should make it easier. also i find it a bit weird, that (4) overlaps with the slider end, in fact you could think it was the next note after the slider if there were no combo numbers.Fixed the overlap with the slider. This is a high intensity build up part, so the spacing increases thusly :)
01:13:774 (1) - would suggest having the slider end a half note earlier. then place another note where the slider end previously was (could blanket it the same way as 01:15:152 (3,4)) wanted a 3/2 tick slider here to bring a bit of respite for the player after the intense jumps. Recovery cushion.

stacks sometimes have a different meaning timing-wise it seems? sometimes they represent full notes, sometimes half notes, sometimes quarter notes. example of how it's confusing (to me): at 01:04:438 (3,4,5) - I did not realize these were half notes even until i saw it in the editor (and i definitely played it a few times before that). A lot of these will likely be to do with my interpretation of what's going on in the music. For instance, in the example here, the notes are static because of the distinct grounded drum heard on these notes.
full note: 01:16:683 (3,4,1) Fixed.
half note: 00:03:101 (3) (3) was previously stacked under the previous slider, matching the sliders before, but was a bit tricky to move onto the next note as another stack. Shuffled the position of the stack around a little bit. 00:54:030 (6,7) Static in the music here. People should be able to read approach circles ok at this difficulty :) 00:55:101 (8,1) shuffled this stack a tiny bit so it's more direct.-, 01:24:795 (1,2) to prepare (5,6) 01:26:172 (6,1) Prepped by (1,2). Don't want people to move on the 1/2 beat.
quarter note: 00:11:632 (2,3,4) musically it's own identity. this rhythm occurs thrice in this section, and each time it occurs, the rhythm density is increased. Hopefully this is intuitive to read at your level? If not, I may end up re-structuring this section. {00:24:030 (3,4,5) -, 00:25:254 (2,3,4) -, 00:38:264 (1,2,3)} These stacks are designed to show directional flow to the next object

combo, hope these make sense the way i suggest them: *(comment before reading this next part. My NC usage in songs tries as often as possible to structure most NC's withinthe big white ticks, so a new combo for every bar, or two bars of music, with case by case exceptions. If anything I check in this next section goes against that philosophy, then that will be my reasoning for it. I'm saying this so as to try not repeating myself too often :P )
00:03:101 (3,1) - start nc on the first hit, not the second I did this to keep the directional line to the next note, so aid the flashlight players
00:23:570 (1,2) - could start nc on the second hit instead of the first to begin combo with the vocals. doesn't really matter that much though *
00:30:458 (6) - make this nc in my opinion. then either decide to keep the next hit nc or don't *
00:32:907 (5,1) - vocal phrase starts on the first of these two so nc there instead *
00:39:336 (6,1) - nc on the first hit, not the second *
00:49:285 (1) - not a nc imo I agree. NC Removed
00:51:580 (1,2) - make the second one nc, not the first * (treating the heavy offbeat as the most important introduction to the next bar.)
00:52:805 (1) - not a nc *
00:55:101 (8,1) - first hit nc, not second *
01:03:825 (1) - not a nc, make 01:04:438 (3) nc instead *
Thanks for the mod! I hope you don't feel I've attacked your suggestions too badly here! :lol: Mod posts are a great way for mappers to have a second pair of eyes combing through some of the things they've done, and maybe spotting things they might have missed. Mod responses are also a good way to help not only understand the mappers intentions, but also further expand the other persons mapping knowledge, giving them ideas for their own mapping ventures in future. :D

Useful mod Fuerchter. Keep up the good work! :)
Rin Desu
heyhey :D

Hyn´s Insane:

i wont point out all objects on their own, just ideas how to fix that problem, cause imo this maps needs a complete rework/remap.

first, u should stop making unnessecary gaps, your map is undermapped
00:11:019 (5) - 00:15:917 (3) - 00:17:295 (1,1,2,1) - 00:32:754 (2,1) - <- only a few example where u should increase the circles into sliders.

another big problem is your overall map organisation. Try to avoid ugly overlaps. for example: 00:04:783 (1,2,3,1) - 00:13:009 (3,4) - 00:15:305 (1,2,3,1) -
make sure u have hit animation in your editor off, and another suggestion map below the final AR to make it more clean. Try AR 7 for this.

00:15:917 (3,1,2) - allways stack such things, here u have to stack the 3 on the sliderend on 2.

00:18:366 (1,1) - try to avoid this near at each other placed objects they dont look clean at all

overall try to get same spacing between objects,create patterns that fit togheter not only mirror copy sliders and squares.

for spacing u should be consistent and space equal sounds the same way.

i mean why is 01:08:877 (1,2) - not spaced?`
00:28:162 (1,1) - here too
00:13:009 (3,4) - why is this less spaced than the object before?
...

u see there are a lot of things u have to rework, to get a map ranked u have to defend all your object placements and seriously no random things in your map.

research on mapping guides and videos and try their ideas on mapping.

and dont be so rude:

Hny wrote:

Mod it nups
:|

i hope thios helps you a bit. ;)
saggi
M4M Here we go

Normal
00:01:792 (4,6) - imo they shouldnt stick themselves, it looks ughh
00:04:783 (8,10) - how about blanket?
00:17:754 (4) - put sliderend of this between sliderhead and sliderend of 00:16:223 (1) -
00:19:132 (2,3) - not even blanket
00:21:581 (2,3,5) - not even blanket, not even stack
00:22:958 (5,2) - ^
00:27:091 (3,4) - weird blanket
00:35:815 (1) - maybe a bit lower?
00:36:121 (2,3,5) - too much sliders in one place
00:45:917 (1,4) - stack?
00:54:336 (5) - maybe put it arther from slider?
01:00:611 (2,1) - stack?
01:05:050 (1,3) - further pls
01:06:275 (3,4,5,1,2) - dont spam sliders in one place pls
01:08:877 (5,1) - looks bad
01:24:795 (1) - change this a bit, it looks too minecrafty

Hard
00:04:035 (2,3) - rotate by -4
00:08:265 (1,2) - stack
00:11:019 (4,1,2,3,4,5) - too much in one place as i said above

I dont see any sense to make this mod longer. Those mistakes that i pointed above are repeating through all diffs. You have to do more blankets, stop spamming 40 sliders in one place as i said a few times. Anyways im surprised, cuz Hard is mapped much better than Normal.
Good luck with your map!
Topic Starter
Respirte

DominiGG wrote:

M4M Here we go

Normal
00:01:792 (4,6) - imo they shouldnt stick themselves, it looks ughh They aren't touching each other now. They can wait until they get home.
00:04:783 (8,10) - how about blanket? done
00:17:754 (4) - put sliderend of this between sliderhead and sliderend of 00:16:223 (1) - I think it's fine where it is.
00:19:132 (2,3) - not even blanket tis now
00:21:581 (2,3,5) - not even blanket, not even stack ds
00:22:958 (5,2) - ^ The first object is long gone by this point.
00:27:091 (3,4) - weird blanket Not meant to be a blanket, so I've altered the curve, and moved the object elsewhere.
00:35:815 (1) - maybe a bit lower? would compromise the ds without moving it off the point of the slider.
00:36:121 (2,3,5) - too much sliders in one place Shifted (4 and 5) so that they aren't overlapping with (3)
00:45:917 (1,4) - stack? done
00:54:336 (5) - maybe put it arther from slider?
01:00:611 (2,1) - stack? I think it's fine as is.
01:05:050 (1,3) - further pls k
01:06:275 (3,4,5,1,2) - dont spam sliders in one place pls :b: I'll shuffle them proprely in the future when I have dealt with everything else before that section that would need shuffling.
01:08:877 (5,1) - looks bad not touching now
01:24:795 (1) - change this a bit, it looks too minecrafty It's a square synth. we're allowed to be blocky here :)

Hard
00:04:035 (2,3) - rotate by -4
00:08:265 (1,2) - stack Fixed
00:11:019 (4,1,2,3,4,5) - too much in one place as i said above Less like a compression chamber now.


I dont see any sense to make this mod longer. Those mistakes that i pointed above are repeating through all diffs. You have to do more blankets, stop spamming 40 sliders in one place as i said a few times. Anyways im surprised, cuz Hard is mapped much better than Normal.
Good luck with your map!
tyty. General rule of thumb. mistakes that some people feel are arbitrary to some are not even noticeable to others, or even realised. Chances are the rest of the mistakes you've spotted in the hard diff are going to stay there because I'd only go through the diff myself to make minor placement adjustments, rather than looking for mistakes, because that's already been done to the best of my ability. Just food for thought in the future. Newer mappers will benefit from paragraphs of ripping, as opposed to epitomes of silence. Thanks for the mod!
Hny

Rin Desu wrote:

heyhey :D

Hyn´s Insane:

i wont point out all objects on their own, just ideas how to fix that problem, cause imo this maps needs a complete rework/remap.

first, u should stop making unnessecary gaps, your map is undermapped
00:11:019 (5) - Sorry but if i add a filling circle here it wouldnt represent the rhythm the way i wanted it to.
00:15:917 (3) - Ok, agreed
00:17:295 (1,1,2,1) - Im not changing that, sorry.
00:32:754 (2,1) - I agree, changed.
<- only a few example where u should increase the circles into sliders.

another big problem is your overall map organisation. Try to avoid ugly overlaps. for example:
00:04:783 (1,2,3,1) - Ok, changed into a spinner :C
00:13:009 (3,4) - I agree, changed
00:15:305 (1,2,3,1) - Rotated a bit to not overlap i guess.
make sure u have hit animation in your editor off, and another suggestion map below the final AR to make it more clean. Try AR 7 for this.

00:15:917 (3,1,2) - Fixed
allways stack such things, here u have to stack the 3 on the sliderend on 2.

00:18:366 (1,1) - Moved a bit
try to avoid this near at each other placed objects they dont look clean at all

overall try to get same spacing between objects,create patterns that fit togheter not only mirror copy sliders and squares.

for spacing u should be consistent and space equal sounds the same way.

i mean why is 01:08:877 (1,2) -
not spaced?`
00:28:162 (1,1) -
here too
00:13:009 (3,4) -
why is this less spaced than the object before?

Kinda hard for me to answer to this honestly, this is how i feel the rhythm should be but im probably wrong. I will try to work out some solution but meanwhile i changed this only a little, like adding a NC to let the player know something's changed.
...

u see there are a lot of things u have to rework, to get a map ranked u have to defend all your object placements and seriously no random things in your map.

research on mapping guides and videos and try their ideas on mapping.

and dont be so rude:

Hny wrote:

Mod it nups
:|

i hope thios helps you a bit. ;)
Dr Sensei-Hugo
Ok, this mod wasnt requested, but Im going to do it anyway since I found stuff that should be pointed out.

Hny's Insane

00:01:606 (1) - You could do this better by placing a circle on the red tick, and a slider on the white tick. It would look like this: https://osu.ppy.sh/ss/8941163
00:03:101 (1) - ^
00:04:316 (2,1) - This overlap is pretty bad looking, this would be better imo: https://osu.ppy.sh/ss/8941203
00:10:713 (4,5) - Reverse selection on these invidually, like this: https://osu.ppy.sh/ss/8941217
00:11:479 (1,2,3,4,1,2,3,4) - This flow is just bad and doesnt look nice either. Redo it
00:12:397 (4,1,2) - If you are going to make full beat gaps, make sure they are evenly spaced.
00:17:295 (1,1,2,3) - Bigger spacing on stronger sounds (Full beat gaps) and smaller spacing on weaker sounds (Half beat gaps)
00:20:509 (1,2,3,4,1,2,3,1,2) - Doesnt really look nice
00:24:489 (3,3,1) - Ugly overlap
00:32:295 (4,1,2,3,1,2,3,4) - Hard to read, also ugly
00:35:815 (2,4) - Ugly overlap
00:38:877 (2,2) - ^
00:42:244 (2,3,4) - Make smaller spacing
00:45:611 (1,2,3,2) - Ugly overlap
00:46:684 (5,7) - ^
00:52:193 (1,5) - ^
00:54:642 (1) - ^ *sigh*
00:55:866 (1,5) - ^
00:57:397 (3,2) - ^
00:57:703 (1,4) - ^ Its almost as if you got lazy till the end. Thats not good.
00:59:081 (5,1,2) - ^
00:59:999 (2,3,2,2) - ^ Dont overuse same placements unless the song supports it.

Im not gonna mod till the very end, but all of these problems continued till the very end. Id suggest remapping the whole song, and at the same time concentrating on aesthetics and playability. Overlaps can be nice if done well, but just straight up placing sliders on top of circles isnt nice unless there is a clear reason to do so (changes in song etc). Your map was also clearly undermapped. Id recommend watching pishi's mapping videos about aesthetics and filler rhythm. Thats all I had to say. Good luck in the future :)
Hny

DrSensei-Hugo wrote:

Ok, this mod wasnt requested, but Im going to do it anyway since I found stuff that should be pointed out.

Hny's Insane

00:01:606 (1) - You could do this better by placing a circle on the red tick, and a slider on the white tick. It would look like this: https://osu.ppy.sh/ss/8941163
00:03:101 (1) - ^
Agreed, changed.
00:04:316 (2,1) - This overlap is pretty bad looking, this would be better imo: https://osu.ppy.sh/ss/8941203
Agreed, changed, but in another way.
00:10:713 (4,5) - Reverse selection on these invidually, like this: https://osu.ppy.sh/ss/8941217
Nice idea, i like it.
00:11:479 (1,2,3,4,1,2,3,4) - This flow is just bad and doesnt look nice either. Redo it
Kindaaa redone, added some slider.
00:12:397 (4,1,2) - If you are going to make full beat gaps, make sure they are evenly spaced.
Agreed
00:17:295 (1,1,2,3) - Bigger spacing on stronger sounds (Full beat gaps) and smaller spacing on weaker sounds (Half beat gaps)
Disagreed. The singer gets little more intense and i represent it that way.
00:20:509 (1,2,3,4,1,2,3,1,2) - Doesnt really look nice
I dont have an alternative right now. Let me work something out later.
00:24:489 (3,3,1) - Ugly overlap
FIIIIXED i guess
00:32:295 (4,1,2,3,1,2,3,4) - Hard to read, also ugly
Fixed :D
00:35:815 (2,4) - Ugly overlap
^
00:38:877 (2,2) - ^
^
00:42:244 (2,3,4) - Make smaller spacing
Did it!
00:45:611 (1,2,3,2) - Ugly overlap
Guess what. Fixed.
00:46:684 (5,7) - ^
^
00:52:193 (1,5) - ^
^
00:54:642 (1) - ^ *sigh*
^ :) :) :)
00:55:866 (1,5) - ^
Idk i think fixed
00:57:397 (3,2) - ^
Aswell
00:57:703 (1,4) - ^ Its almost as if you got lazy till the end. Thats not good.
REMAPPED.
00:59:081 (5,1,2) - ^
REMAPPED.
00:59:999 (2,3,2,2) - ^ Dont overuse same placements unless the song supports it.
REMAPPED.

Im not gonna mod till the very end, but all of these problems continued till the very end. Id suggest remapping the whole song, and at the same time concentrating on aesthetics and playability. Overlaps can be nice if done well, but just straight up placing sliders on top of circles isnt nice unless there is a clear reason to do so (changes in song etc). Your map was also clearly undermapped. Id recommend watching pishi's mapping videos about aesthetics and filler rhythm. Thats all I had to say. Good luck in the future :)
REMAPPED.
EmilyPloszaj
Easy

00:06:092 - You might want to put a note here or replace the next one with a slider that stars here, maybe a spinner?
00:17:295 - The reversal doesn't line up with anything, I'd replace it with a longer slider
00:20:203 - This slider ends a quarter beat early
00:55:254 - This note should not be right under the last one with the time between them

Normal

00:19:744 - Doesn't reverse on anything and doesn't end on anything
00:31:530 - Doesn't end on anything
00:41:938 - You might want to add a note here
00:58:009 - Following sliders could be shifted back to here with an extra one replacing the circle after
01:03:825 - Barely not aligned
01:05:050 - Barely not aligned
01:06:274 - Barely not aligned
01:10:713 - Ending feels weird, not on anything
01:28:468 - The spinner in Easy (and the slider in Hard) ends here but in Normal it continues a bit longer, it should be shortened a half beat


Hard

00:06:278 - You could just skip this slider and go right to a spinner
00:27:856 - This is just barely not aligned with the tail of the slider at the start of its combo
00:54:336 - I feel this is just weird placement
00:55:101 - Maybe consider making this the start of the combo instead of the next note
00:58:162 - Not aligned with the two sliders near its place before it
01:00:152 - Barely not aligned with neither of the few sliders before it
01:06:121 - Kinda hard to see behind its slider
01:13:774 - Could end on the "you" of "thank you" and have a following note or change the following slider
Topic Starter
Respirte

Murp wrote:

Easy

00:06:092 - You might want to put a note here or replace the next one with a slider that stars here, maybe a spinner? Watered down rhythms. I did shuffle an object around over here tho.
00:17:295 - The reversal doesn't line up with anything, I'd replace it with a longer slider Breaking the rules of rhythm is acceptable in Easy difficulties. It's a weak representation of the slightly more complex rhythm that is here, but watered down for beginners.
00:20:203 - This slider ends a quarter beat early Good spot! Fixed.
00:55:254 - This note should not be right under the last one with the time between them In gameplay, the first object is clicked before the second object begins to fade in.

Normal

00:19:744 - Doesn't reverse on anything and doesn't end on anything watered rhythm
00:31:530 - Doesn't end on anything watered rhythm
00:41:938 - You might want to add a note here circle became slider, and then 15 seconds worth of objects subsequently required shuffling.
:)
00:58:009 - Following sliders could be shifted back to here with an extra one replacing the circle after made a slider
01:03:825 - Barely not aligned dunno what you mean
01:05:050 - Barely not aligned dunno what you mean
01:06:274 - Barely not aligned dunno what you mean
01:10:713 - Ending feels weird, not on anything given it more clicks
01:28:468 - The spinner in Easy (and the slider in Hard) ends here but in Normal it continues a bit longer, it should be shortened a half beat The normal was correct, so I fixed the easy.


Hard

00:06:278 - You could just skip this slider and go right to a spinner I like the balance the slider provides in the sequence.
00:27:856 - This is just barely not aligned with the tail of the slider at the start of its combo fixed!
00:54:336 - I feel this is just weird placement see below
00:55:101 - Maybe consider making this the start of the combo instead of the next note The spacing of the notes at the end of this combo is treated as if there was a note between 7 and 8 as it walks towards the next combo after a previous difficulty spike.
00:58:162 - Not aligned with the two sliders near its place before it not a perfect stack to improve readability.
01:00:152 - Barely not aligned with neither of the few sliders before it fixed
01:06:121 - Kinda hard to see behind its slider improved visibility
01:13:774 - Could end on the "you" of "thank you" and have a following note or change the following slider opting to keep just the slider there as calm after the diff spike.
Thanks Bae 8-)
Kasumi-sama
Hey, if you wanna get this ranked, you might want to remove the "[Tsugumomo OP" part from the artist name, and also use the japanese name of Tsugumomo for the source which is: つぐもも
Topic Starter
Respirte

Kasumii-sama wrote:

Hey, if you wanna get this ranked, you might want to remove the "[Tsugumomo OP" part from the artist name, and also use the japanese name of Tsugumomo for the source which is: つぐもも
Thanks for that! I'm probably going to borrow most of the metadata from wcx's recently ranked set of this song, but thank you for the information!
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