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Aqours - Mirai no Bokura wa Shitteru yo

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Topic Starter
Planecakes
This beatmap was submitted using in-game submission on tirsdag 27. september 2022 at 18:40:53

Artist: Aqours
Title: Mirai no Bokura wa Shitteru yo
Source: ラブライブ!サンシャイン!! 2
Tags: victorfernando yShadowXOP_
BPM: 181
Filesize: 4008kb
Play Time: 01:27
Difficulties Available:
  1. Alex's Advanced (2,59 stars, 195 notes)
  2. Extra (5,78 stars, 299 notes)
  3. Hard (3,88 stars, 285 notes)
  4. Mirai (5,73 stars, 365 notes)
  5. Normal (2,03 stars, 118 notes)
  6. ShadowX's Insane (4,73 stars, 338 notes)
  7. Victor's Light Insane (3,94 stars, 272 notes)
Download: Aqours - Mirai no Bokura wa Shitteru yo
Information: Scores/Beatmap Listing
---------------
W.I.P
I'll see if i can make a decent remap of this

:thinking:


Thank you CZMartinLP for helping me with the timing !!!
Andromius
I got you the timing my man XD

181 BPM
698 Offset

Enjoy your mapping :)
yShadowXOP_
owo
BlakeIsMyWaifu
Easy
First of all this is more like a normal than an easy (you may want to change it) but for the time being i am going to treat it like an easy.
00:15:283 (1,2) - This is very hard for a new player to read where the next slider starts.
00:20:587 (1,2) - This slider goes into a slider tail. Like before, this is very hard for a new player to read; they will often try to start on the slider tail.
00:22:576 (3,1) - Try not to overlap any objects.
00:25:891 (1,2) - Again kinda hard to read as a new player. Move the second slider left more.
00:28:543 (5,6) - I think it may be a common theme of this map.
00:30:035 (1,2) - This pattern is really hard for an easy. Press Ctrl+G on the first slider and move them both to the left.
00:31:526 (3,4) - Slider tail (ST)
00:32:521 (1,2) - ST
00:32:521 (1,2) - ST
00:43:128 (4,5) - ST
00:45:780 (3,4) - Very confusing
00:47:769 (6,1) - ST
00:50:421 (4,1,2) - ST
00:53:073 (4,1) - Try not to overlap but this isn't that bad. If you can fix it but if you can't it doesn't matter.
00:59:040 (1) - Why did you make a 0.2 second kiai time, 0.2 without kiai then the actual kiai time? This must be a mistake....
01:02:355 (3,1,2) - ST
01:09:316 (5,1) - Little bit of overlap
01:14:952 (3,4) - ST


Other than that is is a really nice map

I love the [Mari] Difficulty. Perfect jump warmup. Are you looking for any GD? If so what difficultys?
Good Luck <3
Topic Starter
Planecakes

Gazder wrote:

Easy
First of all this is more like a normal than an easy (you may want to change it) but for the time being i am going to treat it like an easy.
00:15:283 (1,2) - This is very hard for a new player to read where the next slider starts. ye
00:20:587 (1,2) - This slider goes into a slider tail. Like before, this is very hard for a new player to read; they will often try to start on the slider tail.ye
00:22:576 (3,1) - Try not to overlap any objects.ye
00:25:891 (1,2) - Again kinda hard to read as a new player. Move the second slider left more.ye
00:28:543 (5,6) - I think it may be a common theme of this map.ye
00:30:035 (1,2) - This pattern is really hard for an easy. Press Ctrl+G on the first slider and move them both to the left.ye
00:31:526 (3,4) - Slider tail (ST) i'm not sure what you mean ??
00:32:521 (1,2) - ST
00:32:521 (1,2) - ST
00:43:128 (4,5) - ST
00:45:780 (3,4) - Very confusing
00:47:769 (6,1) - ST
00:50:421 (4,1,2) - ST
00:53:073 (4,1) - Try not to overlap but this isn't that bad. If you can fix it but if you can't it doesn't matter. sure
00:59:040 (1) - Why did you make a 0.2 second kiai time, 0.2 without kiai then the actual kiai time? This must be a mistake.... i thought it was good idea idk
01:02:355 (3,1,2) - ST
01:09:316 (5,1) - Little bit of overlap yea
01:14:952 (3,4) - ST


Other than that is is a really nice map

I love the [Mari] Difficulty. Perfect jump warmup. Are you looking for any GD? If so what difficultys? only experienced man
Good Luck <3
thank you for modding my map !!!
DeviousPanda
hi, m4m from modreqs

m4m with this map: https://osu.ppy.sh/s/674092

Mirai
00:06:664 (1,2) - this angle visually looks bad imo, but it should be fine

00:07:327 (2,3) - blanket this please, also 3 traveling through 2 makes an ugly overlap

00:13:791 (1) - subjective visual problem with the slider shape, origional is green and yellow is my suggested shape:


00:14:620 (1,2,3) - directional flow is awkward here try something like this:


00:15:283 (1) - same slidershape issue

00:18:101 (2,3,4) - slight subjective visual issue with the slider, i suggest changing the orientation to this:


00:18:764 (6) - putting a sliderend on the white tick here is bad use of emphasis, change this:


to this:


00:19:095 (1) - this slidershape honestly doesnt look that good, not sure what exactly you could change it to but it just doesnt look that good rn (also the SV is too fast here imo)

00:19:841 (2) - starting this "stream" on this blue tick doesnt work out well, the 1/4 sound starts on the red tick before, so i suggest shortening the long slider and putting a note on the red tick like this:


00:20:090 (1) - get rid of the NC here

00:20:587 (2) - put the NC here

00:22:907 (4) - can you stack this to the sliderend instead of overlap it slightly?

00:23:902 (3,4,5) - reverse of circular flow awkward to play here

00:25:559 (2) - ugly overlap with 00:24:565 (1) - try to keep in mind the placements of your previous notes when mapping so overlaps like this dont happen, not like overplaing objects is a bad thing, its just not used well in this map

00:28:543 (1) - again stack the sliderend to the sliderend of 00:27:714 (1) - to make it look cleaner

00:29:372 (1,2,3,4,5) - this stream shape is lazy, either make it a perfect line or a perfect curve

00:29:703 (5) - extend this out to the white tick, sounds weird ending on the blue tick

00:32:189 (4) - again ugly overlap with the sliderbody of 00:31:195 (1) -

00:32:189 (4,1) - weird angle choices here

00:33:515 (4) - can you stack this on 2

00:34:675 (3) - can you stack this on 1

00:37:493 (6) - ^

00:42:300 (1,2) - blanket these please

00:50:256 (3,4,5,6) - using the same spacing for different timings isnt a good idea, you stacked a 1/2 timing then immediatly afterwards you stacked 1/4 timing

00:55:394 (1,2,3,4,5) - again make this a perfect curve

01:01:941 (2,3) - 01:02:852 (3,1) - again using the same visuals for different timing

01:20:090 (1) - just change this into a triple

01:22:576 (7,1) - blanket this

Hard
00:07:825 (5) - blanket this

00:12:631 (1,2) - having 1 repeat 3 times is unreadable, and then followed by 2 which only repeats once its really unreadable, try this:


00:13:791 (1) - bad slidershape, make the angle sharper

00:18:432 (2,3) - put a note on the white tick inbetween these two notes

00:30:035 (1,2,3,4,5) - these stacks are a bit to unreadable for a hard

01:10:808 (1) - fix this slidershape

01:17:604 (1) - unreadable number of repeats

* not as much as the extra because im not too good with easire diffs

Easy
00:13:294 (2) - extend this to the white tick because new players wont be able to read the change in rhythm

00:48:432 (1,2,3) - the flow through these 3 notes is really bad, try this instead:


*i have a few issues with the visuals of this diff, you need to make sure that overlaps dont happen as often as they do and use blankets as often as you can

also this is a normal diff, not an easy diff

nice map, hope this helps! :) :) :) :)
Topic Starter
Planecakes

DeviousPanda wrote:

hi, m4m from modreqs

m4m with this map: https://osu.ppy.sh/s/674092

Mirai
00:06:664 (1,2) - this angle visually looks bad imo, but it should be fine keeping this

00:07:327 (2,3) - blanket this please, also 3 traveling through 2 makes an ugly overlap i removed the overlaps

00:13:791 (1) - subjective visual problem with the slider shape, origional is green and yellow is my suggested shape: sure


00:14:620 (1,2,3) - directional flow is awkward here try something like this: sure


00:15:283 (1) - same slidershape issue sure

00:18:101 (2,3,4) - slight subjective visual issue with the slider, i suggest changing the orientation to this: yea


00:18:764 (6) - putting a sliderend on the white tick here is bad use of emphasis, change this: sure


to this:


00:19:095 (1) - this slidershape honestly doesnt look that good, not sure what exactly you could change it to but it just doesnt look that good rn (also the SV is too fast here imo) sure i changed the sv and because of this the slider changed too

00:19:841 (2) - starting this "stream" on this blue tick doesnt work out well, the 1/4 sound starts on the red tick before, so i suggest shortening the long slider and putting a note on the red tick like this: yeah that's a good idea


00:20:090 (1) - get rid of the NC here sure

00:20:587 (2) - put the NC here sure

00:22:907 (4) - can you stack this to the sliderend instead of overlap it slightly? sure

00:23:902 (3,4,5) - reverse of circular flow awkward to play here i don't think so

00:25:559 (2) - ugly overlap with 00:24:565 (1) - try to keep in mind the placements of your previous notes when mapping so overlaps like this dont happen, not like overplaing objects is a bad thing, its just not used well in this map sure

00:28:543 (1) - again stack the sliderend to the sliderend of 00:27:714 (1) - to make it look cleaner sure

00:29:372 (1,2,3,4,5) - this stream shape is lazy, either make it a perfect line or a perfect curve sure

00:29:703 (5) - extend this out to the white tick, sounds weird ending on the blue tick it sounds weird with a slider, slider removed

00:32:189 (4) - again ugly overlap with the sliderbody of 00:31:195 (1) - sure

00:32:189 (4,1) - weird angle choices here sure

00:33:515 (4) - can you stack this on 2 sure

00:34:675 (3) - can you stack this on 1 sure

00:37:493 (6) - ^ sure

00:42:300 (1,2) - blanket these please sure

00:50:256 (3,4,5,6) - using the same spacing for different timings isnt a good idea, you stacked a 1/2 timing then immediatly afterwards you stacked 1/4 timing sure

00:55:394 (1,2,3,4,5) - again make this a perfect curve sure

01:01:941 (2,3) - 01:02:852 (3,1) - again using the same visuals for different timing sure

01:20:090 (1) - just change this into a triple sure

01:22:576 (7,1) - blanket this sure

Hard
00:07:825 (5) - blanket this yeah

00:12:631 (1,2) - having 1 repeat 3 times is unreadable, and then followed by 2 which only repeats once its really unreadable, try this: sure


00:13:791 (1) - bad slidershape, make the angle sharper fixed

00:18:432 (2,3) - put a note on the white tick inbetween these two notes sure

00:30:035 (1,2,3,4,5) - these stacks are a bit to unreadable for a hard haha that's true

01:10:808 (1) - fix this slidershape sure

01:17:604 (1) - unreadable number of repeats i think i fixed

* not as much as the extra because im not too good with easire diffs

Easy
00:13:294 (2) - extend this to the white tick because new players wont be able to read the change in rhythm sure

00:48:432 (1,2,3) - the flow through these 3 notes is really bad, try this instead: sure


*i have a few issues with the visuals of this diff, you need to make sure that overlaps dont happen as often as they do and use blankets as often as you can

also this is a normal diff, not an easy diff

nice map, hope this helps! :) :) :) :)
thanks for modding my map it helped me a lot
Lorkee
Hiiiiii m4m <3
SPOILER
Easy

  1. 00:07:990 (2) - This sound isn't strong enough to represent it with a circle, maybe reverse this 00:06:664 (1) - or just rework that part.
  2. 00:08:653 (3,5) - Blanket not perfect
  3. 00:25:891 (1,3) - I this they are too close, the map has to look simple visually.
  4. 00:27:217 (3,4,5) - ^Same thing that you have to keep the map easy to read, and here visually the 00:27:880 (4,5) - looks almost the same as 00:27:217 (3,4) - . You should use something that looks like this: https://puu.sh/xTPai/1dbaa6e363.png
  5. 00:43:128 (4,5) - Blanket not perfect.
  6. 00:59:040 (1,2,3,4,5,1,2,3,1,2,3,4,5,6,1,2,3) - Too much clockwise movement.
  7. 01:08:322 (4,5) - Blanket idk if u want to fix these
Hard

  1. 00:12:631 (1,2) - Unpredictable.
  2. 00:18:930 - I think you can't really ignore a sound like this. Maybe reverse 00:18:432 (2) - and that should be ok.
  3. 00:30:532 (4) - Map this with a slider end, because it's not a strong sound, and by the way stacking circles only puts emphasis on the second one.
  4. 01:17:604 (1,2) - Hmmmmmmmmmmmmmmmmm I think it's unpredictable too, but maaaybe it's ok idk XD
  5. 01:19:593 (1,1,1) - Why nc spam? Just keep this 01:20:256 (1) -
Mirai

  1. 00:07:327 (2,3) - Meh, imo you should rework this, or just use a blanket. The two slider head are too close.
  2. 00:11:305 (3,1) - I don't know if you want to polish these blankets, I won't point them out you can find them just by looking at the map once at 100% playback rate. :S
  3. 00:20:587 (2,3,4) - This and 00:21:913 (1,2,3) - should be the same.
  4. Wow I really like the kiai! Nice diff!

Gud map, gud luck! :oops:
Topic Starter
Planecakes

Lorkee wrote:

Hiiiiii m4m <3
SPOILER
Easy

  1. 00:07:990 (2) - This sound isn't strong enough to represent it with a circle, maybe reverse this 00:06:664 (1) - or just rework that part. sure
  2. 00:08:653 (3,5) - Blanket not perfect true
  3. 00:25:891 (1,3) - I this they are too close, the map has to look simple visually. sure
  4. 00:27:217 (3,4,5) - ^Same thing that you have to keep the map easy to read, and here visually the 00:27:880 (4,5) - looks almost the same as 00:27:217 (3,4) - . You should use something that looks like this: https://puu.sh/xTPai/1dbaa6e363.png sure
  5. 00:43:128 (4,5) - Blanket not perfect. yea
  6. 00:59:040 (1,2,3,4,5,1,2,3,1,2,3,4,5,6,1,2,3) - Too much clockwise movement. you're right
  7. 01:08:322 (4,5) - Blanket idk if u want to fix these remapped part
Hard

  1. 00:12:631 (1,2) - Unpredictable. fixed on my last mod
  2. 00:18:930 - I think you can't really ignore a sound like this. Maybe reverse 00:18:432 (2) - and that should be ok. i fixed it on my last mod but it'll change it to reverse slider
  3. 00:30:532 (4) - Map this with a slider end, because it's not a strong sound, and by the way stacking circles only puts emphasis on the second one. sure
  4. 01:17:604 (1,2) - Hmmmmmmmmmmmmmmmmm I think it's unpredictable too, but maaaybe it's ok idk XD fixed on my last mod
  5. 01:19:593 (1,1,1) - Why nc spam? Just keep this 01:20:256 (1) - i'll one of them because of sv change
Mirai

  1. 00:07:327 (2,3) - Meh, imo you should rework this, or just use a blanket. The two slider head are too close. oh i fixed that part on my last mod remember to update !!!
  2. 00:11:305 (3,1) - I don't know if you want to polish these blankets, I won't point them out you can find them just by looking at the map once at 100% playback rate. :S sure
  3. 00:20:587 (2,3,4) - This and 00:21:913 (1,2,3) - should be the same. ooo thanks i just got a cool idea
  4. Wow I really like the kiai! Nice diff!

Gud map, gud luck! :oops:
thank you for modding my map !!!!
-Saiber-
Will there be the included video?
Topic Starter
Planecakes

ScottN77 wrote:

Will there be the included video?
If i find something that fits the music.
bite you death
how the fudck does this have 12 favourites in 2 days
Topic Starter
Planecakes

bite you death wrote:

how the fudck does this have 12 favourites in 2 days
people love love live so much they gotta use their favorite on this map
bite you death

Mari Ohara wrote:

people love love live so much they gotta use their favorite on this map
time to map love live
CXu
[Mirai]
  1. 00:02:023 (1,2,3) - I can't tell exactly what you're following with these two sliders, as they don't land on vocals and the piano sound afterwards is skipped, and 00:03:018 - lands on nothing. Since the whole beginning section follows vocals, why not do that for this too? Something like https://i.imgur.com/9nmTAEl.png. You could also add in 1/2s at 00:03:349 - 00:03:847 - if you want to follow the piano as well, but it might be a bit too much for a rather calm beginning.
  2. 00:06:664 (1,2) - Swap NC.
  3. 00:09:648 - Add a short 5-note stream here?
  4. 00:14:786 (3) - I assume that's an unintentional whistle on the sliderbody. It might mess with the hitsounding using some skins.
  5. 00:18:764 (6,7) - These two notes are comparably powerful to 00:17:935 (1,2) - yet they're spaced much closer. Consider spreading them out more to be more consistent with spacing emphasis.
  6. 00:19:924 (1) - Why NC? The triple into sliders seem to be following the same sound, and it's odd to break it up like that. Also, your combos in general are kind of all over the place. Try to be consistent and use them to indicate patterns or musical parts. For example, why have an NC at 00:34:344 (1) - when it's essentially the same as 00:23:570 (2) - , where you don't have an NC, etc.
  7. 00:20:587 (1,2) - So in general, you have a lot of strange decisions in terms of spacing in the map. Here for example, the song begins the verse and it's basically the "baseline" of how powerful the song is (where calm sections will be calmer and climaxes such as kiai's will be stronger). There's nothing really significant about this specific note, yet there is quite a big jump. Yet at 00:22:907 (4,5,1) - the spacing is much smaller even though the vocal pitch is higher, and there's a stronger downbeat present. There's a lot of similar things where the spacing is kind of "all over the place" (I'm using this quite loosely, it's basically inconsistent), such as 00:23:902 (3,4) - vs 00:24:233 (5,1) - , 00:26:222 (2,3,1,2,3,4) - vs. 00:27:217 (1,2) - , you get the point.
  8. 00:27:217 (1) - Whistle on sliderbody. Unless intentional, remove it.
  9. 00:29:703 (5,1) - Maybe add an anti-jump here? The music kind of stop, so having the player stop their movement woudl fit pretty well imo.
  10. 00:31:692 (2) - You should avoid placing 1/2's so close to the sliderend, as they look very similar in spacing to 1/4 rhythms like 00:34:841 (4,5) - , 00:36:167 (4,1) -
  11. 00:42:963 (3) - I would stack this on the head of 00:43:128 (1) - . This way, you keep the stacks at sliderends to 1/4s only, and it also makes sure you're not clicking in place when the vocal is fairly strong.
  12. 00:43:128 - I would personally add a slower SV section here, to better contrast the calmer bit here to what's before and after.
  13. 00:51:416 (2,3,4,5,6,7,1,2,3,4,5) - While I'm all for big jumps and whatnot, the most intense part seems to be 00:53:736 (1,2,3,1,2,3,1) - , where you actually let up on the jumps at 00:54:233 (1,2,3) - . At 00:51:416 - , while it is a fairly intense section, not every 1/2 beat there is stronger than the surroundings, so mapping it as one section of 1/2 jumps don't really work that well imo.
  14. 00:56:388 (1,2,3,1,1,2,1,2) - These are very strong beats too, yet they're smaller than 00:51:416 (2,3,4,5,6,7,1,2,3,4,5) - . They're actually also smaller than the same jumps in your Extra diff. Consider making them bigger.
  15. 00:59:040 (1,1) -, 01:01:692 (1,3) - , 01:09:648 (1,1) - , 01:12:300 (1,1) - Check your NCs.
  16. 01:01:360 (6,7) - Make this a 1/2 slider? It follows the vocal, and also reflects the song better by not making you click the weaker beat at 01:01:526 - .
  17. 01:02:852 (3) - 01:04:178 - I would go with something like this: https://i.imgur.com/5emNSLU.png . You transition into the vocals at 01:00:200 (1,2,3) - , so it makes sense to do the same here as well, and it also makes for a bit more interesting rhythms than just 1/2 beats imo.
  18. 01:04:675 (3,4) - Similar to before, making this a 1/2 slider instead puts the focus at 01:04:675 - as well as contrasts the weaker 01:04:841 - much better with the 1/2 finish-spam notes at 01:05:007 (1,2,3,4) - .
  19. 01:11:305 (3,4) - Make this a 1/2 slider for consistency with 01:00:697 (3) -
  20. 01:12:963 (2) - Remove whistle on sliderbody.
  21. 01:16:278 (1,2,3,1) - Fairly low spacing considering how powerful this part is compared to something like for example 01:17:935 (2,3,4) - . I would increase the spacing a bit.
  22. 01:18:101 (3,4,1,2) - As a side note, some of the flows into streams are a bit derpy, where you're kind of making the player go in a 90 degree right angle motion, and the curve is going against the rotation of the jumps before (clockwise while the jumps are counter clockwise)
  23. 01:26:057 (3,1) - These are very close together compared to 01:25:559 (1,2,3) - yet they're more or less the same intensity (The intensity falls off after 01:26:554 - )
There are some points that relates to other places in the map as well, which I might not have written down in the mod. And while it looks like there's a lot of work to do (which it kind of is I guess), it's overall not a bad map, it's just very inconsistent/rough and needs some touch ups before it's ready for ranking.


Also, I'll mod the other 3 diffs tomorrow. I'm getting sleepy xd.
Topic Starter
Planecakes

CXu wrote:

[Mirai]
  1. 00:02:023 (1,2,3) - I can't tell exactly what you're following with these two sliders, as they don't land on vocals and the piano sound afterwards is skipped, and 00:03:018 - lands on nothing. Since the whole beginning section follows vocals, why not do that for this too? Something like https://i.imgur.com/9nmTAEl.png. You could also add in 1/2s at 00:03:349 - 00:03:847 - if you want to follow the piano as well, but it might be a bit too much for a rather calm beginning. sure it sounds so much better now
  2. 00:06:664 (1,2) - Swap NC. sure
  3. 00:09:648 - Add a short 5-note stream here? i can barely hear anything but sure
  4. 00:14:786 (3) - I assume that's an unintentional whistle on the sliderbody. It might mess with the hitsounding using some skins. fixed
  5. 00:18:764 (6,7) - These two notes are comparably powerful to 00:17:935 (1,2) - yet they're spaced much closer. Consider spreading them out more to be more consistent with spacing emphasis. fixed
  6. 00:19:924 (1) - Why NC? The triple into sliders seem to be following the same sound, and it's odd to break it up like that. Also, your combos in general are kind of all over the place. Try to be consistent and use them to indicate patterns or musical parts. For example, why have an NC at 00:34:344 (1) - when it's essentially the same as 00:23:570 (2) - , where you don't have an NC, etc.
  7. 00:20:587 (1,2) - So in general, you have a lot of strange decisions in terms of spacing in the map. Here for example, the song begins the verse and it's basically the "baseline" of how powerful the song is (where calm sections will be calmer and climaxes such as kiai's will be stronger). There's nothing really significant about this specific note, yet there is quite a big jump. Yet at 00:22:907 (4,5,1) - the spacing is much smaller even though the vocal pitch is higher, and there's a stronger downbeat present. There's a lot of similar things where the spacing is kind of "all over the place" (I'm using this quite loosely, it's basically inconsistent), such as 00:23:902 (3,4) - vs 00:24:233 (5,1) - , 00:26:222 (2,3,1,2,3,4) - vs. 00:27:217 (1,2) - , you get the point.
  8. 00:27:217 (1) - Whistle on sliderbody. Unless intentional, remove it.
  9. 00:29:703 (5,1) - Maybe add an anti-jump here? The music kind of stop, so having the player stop their movement woudl fit pretty well imo.
  10. 00:31:692 (2) - You should avoid placing 1/2's so close to the sliderend, as they look very similar in spacing to 1/4 rhythms like 00:34:841 (4,5) - , 00:36:167 (4,1) -
  11. 00:42:963 (3) - I would stack this on the head of 00:43:128 (1) - . This way, you keep the stacks at sliderends to 1/4s only, and it also makes sure you're not clicking in place when the vocal is fairly strong.
  12. 00:43:128 - I would personally add a slower SV section here, to better contrast the calmer bit here to what's before and after.
  13. 00:51:416 (2,3,4,5,6,7,1,2,3,4,5) - While I'm all for big jumps and whatnot, the most intense part seems to be 00:53:736 (1,2,3,1,2,3,1) - , where you actually let up on the jumps at 00:54:233 (1,2,3) - . At 00:51:416 - , while it is a fairly intense section, not every 1/2 beat there is stronger than the surroundings, so mapping it as one section of 1/2 jumps don't really work that well imo.
  14. 00:56:388 (1,2,3,1,1,2,1,2) - These are very strong beats too, yet they're smaller than 00:51:416 (2,3,4,5,6,7,1,2,3,4,5) - . They're actually also smaller than the same jumps in your Extra diff. Consider making them bigger.
  15. 00:59:040 (1,1) -, 01:01:692 (1,3) - , 01:09:648 (1,1) - , 01:12:300 (1,1) - Check your NCs.
  16. 01:01:360 (6,7) - Make this a 1/2 slider? It follows the vocal, and also reflects the song better by not making you click the weaker beat at 01:01:526 - .
  17. 01:02:852 (3) - 01:04:178 - I would go with something like this: https://i.imgur.com/5emNSLU.png . You transition into the vocals at 01:00:200 (1,2,3) - , so it makes sense to do the same here as well, and it also makes for a bit more interesting rhythms than just 1/2 beats imo.
  18. 01:04:675 (3,4) - Similar to before, making this a 1/2 slider instead puts the focus at 01:04:675 - as well as contrasts the weaker 01:04:841 - much better with the 1/2 finish-spam notes at 01:05:007 (1,2,3,4) - .
  19. 01:11:305 (3,4) - Make this a 1/2 slider for consistency with 01:00:697 (3) -
  20. 01:12:963 (2) - Remove whistle on sliderbody.
  21. 01:16:278 (1,2,3,1) - Fairly low spacing considering how powerful this part is compared to something like for example 01:17:935 (2,3,4) - . I would increase the spacing a bit.
  22. 01:18:101 (3,4,1,2) - As a side note, some of the flows into streams are a bit derpy, where you're kind of making the player go in a 90 degree right angle motion, and the curve is going against the rotation of the jumps before (clockwise while the jumps are counter clockwise)
  23. 01:26:057 (3,1) - These are very close together compared to 01:25:559 (1,2,3) - yet they're more or less the same intensity (The intensity falls off after 01:26:554 - )
    I did everything you said and i guess it's okay to avoid replying to all of the things you pointed out. Reading all of that text is really hard for me lmao. Thanks for modding my map it took me a several hours haha.

    I've learned many mistakes and mapping this map with high sv might be a bad idea, it might be too fast and it takes ages to do any changes.
There are some points that relates to other places in the map as well, which I might not have written down in the mod. And while it looks like there's a lot of work to do (which it kind of is I guess), it's overall not a bad map, it's just very inconsistent/rough and needs some touch ups before it's ready for ranking.


Also, I'll mod the other 3 diffs tomorrow. I'm getting sleepy xd.
Raytoly
Hi~~~
Can I GD taiko mode?:3
Topic Starter
Planecakes

Cocoaaa wrote:

Hi~~~
Can I GD taiko mode?:3
I'm sorry but i don't think you can, If did i have to find more taiko gds and mods and it will only slow me down.
Axhina
hello there, quick mod

Extra

SPOILER
hitsounding could take improvement

00:07:327 (1) - ctrl+g for better emphasis on note 1 and 2
00:09:979 (1) - feels too weak for a strong sound
00:14:454 (2) - imo there should be a stream instead of a jump triple since thats where the build up ends and the main part starts
00:21:001 (2) - this might work better: https://puu.sh/xZD2B/3fe665308e.jpg
00:24:565 (2) - maybe ctrl+g this for better emphasis
00:32:521 (1) - klimax changes between: 00:31:692 (3) - and 00:32:521 (1) - so i suggest use a ccw flow
00:50:918 (6) - note is missing
00:52:410 (1) - maybe use hitfinish to make this sound stronger
00:59:040 (1) - ctrl+g for better emphasis for two notes
01:12:300 (1) - ^
01:21:250 (1) - flow breaks too early this might works better: https://puu.sh/xZD8n/91de931566.jpg

great map, gl with ranking it ^^
(im also up for an insane diff gd)
Topic Starter
Planecakes

Sugumikoku wrote:

hello there, quick mod

Extra

SPOILER
hitsounding could take improvement

00:07:327 (1) - ctrl+g for better emphasis on note 1 and 2 sure
00:09:979 (1) - feels too weak for a strong sound true
00:14:454 (2) - imo there should be a stream instead of a jump triple since thats where the build up ends and the main part starts sure
00:21:001 (2) - this might work better: https://puu.sh/xZD2B/3fe665308e.jpg yeah
00:24:565 (2) - maybe ctrl+g this for better emphasis sure
00:32:521 (1) - klimax changes between: 00:31:692 (3) - and 00:32:521 (1) - so i suggest use a ccw flow sure
00:50:918 (6) - note is missing shit you're right
00:52:410 (1) - maybe use hitfinish to make this sound stronger sure
00:59:040 (1) - ctrl+g for better emphasis for two notes sure
01:12:300 (1) - ^ sure
01:21:250 (1) - flow breaks too early this might works better: https://puu.sh/xZD8n/91de931566.jpg sure

great map, gl with ranking it ^^
(im also up for an insane diff gd)

Insane is already being mapped, thanks for the mod !!! !!
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