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Shuhei Kita - Soul Phrase

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Topic Starter
HakuNoKaemi
This beatmap was submitted using in-game submission on martedì 29 maggio 2012 at 23:13:54

Artist: Shuhei Kita
Title: Soul Phrase
Source: Persona 3 Portable
Tags: _Kiva [Shalon] Armin Minato Arisato Shin Megami Tensei Shuei Kita Minako Orpheus Telos Thanatos Messiah Nyx Cocytus P3P Original Soundtrack ost game psp
BPM: 176
Filesize: 17036kb
Play Time: 01:28
Difficulties Available:
  1. Asura (4,94 stars, 214 notes)
  2. Nyx Taiko (4,86 stars, 303 notes)
  3. Orpheus Telos (5 stars, 282 notes)
  4. Orpheus (2,97 stars, 111 notes)
  5. Orthrus (4,25 stars, 162 notes)
  6. Thanatos (4,61 stars, 209 notes)
Download: Shuhei Kita - Soul Phrase
Download: Shuhei Kita - Soul Phrase (no video)
Information: Scores/Beatmap Listing
---------------
Asura was done by _Kiva
Orthrus was done bt Armin
Nyx Taiko by [Shalon]

The Name of the Standard difficulties are taken from the name of the Personas, mine are the protagonist Personas, while guest have name of other Personas, so far:

Fool Orpheus Lv. 1
Hanged Orthrus Lv. 28
Death Thanatos Lv. 64 Upgraded. 1 years old mapping look bad
Sun Asura Lv. 85
Fool Orpheus Telos Lv. 90 Upgraded. 1 years old mapping look bad

for Taikos : they have the name of the bosses of the game, by far only one Taiko:
Just Nyx as now... an harder one would be named "Erebus" or "Reaper", an easier one "Death"

SB Completed on 16/02/2012 at 01:50 GMT+1. Redownload.
More Skin(scorebar, spinner, slidercircle) and Taiko Bg on 20/02/2012 at 17:28 GMT+1. Redownload

Title Text memo ( Ps: they're following the Video )
Artist fading in from left from 11536 to 11877 and completely disappearing at 20399. Color 222,102,81, size: Medium, weight: Bold
Song Name fading in from right 16990 to 17331 and completely disappearing at 23127. Color 191,190,197, size: Large, weight: Normal


Timing Help - How to choose between half , normal or double bpm ?
Everytime you will try finding a BPM, you can find an actually diffenrent BPM, it can be the double or even the half of the normal one (well, it problably is the double), so it come the time you'll ask yourself " what i should choose? ".
Well, music tempo can be discerned too on "how fast it run", so if you feel like walking, running or even walking with ease, when listening to some song. Remember that Tempo's names are choosen the same way to how you feel:
-Slow Walking: 0-80 BPM
-Walking: 76-124 BPM
-Fast Walking: 120-168 BPM
-Running:160+ BPM
Take this map as an example: It feel like walking in some part ( Half= 88 Bpm ), and it feel like running in others ( Normal= 176 Bpm )
_Kiva
:D
yes it is a HARD
[Shalon]
good luck
Inamaru
Very nice gj :D
Star~
[Shalon]
Seems offset is not correct

my call is 521, but I dunno it's correct.

maybe you should ask about timing for some timing experts.

well, when you make sure about the timing, plz tell me.

I'll make and upload my taiko diff then.

anyway, Persona 3 is one of the best RPG game what I played :D
Topic Starter
HakuNoKaemi
the Offset is choosen hearing Drums, not guitar.
the guitar notes at the start are on 1/6, if you wanted to use guitar lines
ririco
;)
[Shalon]
Done.

sorry to late.

anyway, Nyx is the most easy game boss what I've played.

and that mean my taiko diff([Shalon]'s Nyx Taiko) is easy. ;)

Download: Shuhei Kita - Soul Phrase (HakuNoKaemi) [[Shalon]'s Nyx Taiko].osu
Topic Starter
HakuNoKaemi
Wasn't much late :3
konan-yoshi999
I feel like modding this map so here I go:

[Pixie]
00:16:268 (1) - Should be in line with the slider before it
00:48:313 (1) - I think that this circle should be moved 3 ticks to the left (In line with the end of slider 5)
01:27:688 (6) - Should probably be the beginning of this combo

[Orpheus]
00:14:563 (1,2,3) - Make straighter
00:18:654 (5,6,7,8,9,10) - Make straighter
00:35:529 (5) - Start of new combo?
01:20:018 (5) - move 2 units closer to (4)
01:21:382 (5) - ^

[Soul]
00:03:654 (6) - in line with the past (2,3,4) sliders
00:36:552 (2,3,4) - Seems weird with this rhythm
01:13:882 (5,6,7) - Straighter

[Orpheus Telos]
00:11:836 (1) - Awkwardly away from everything
01:26:154 (4) - Keep to the pattern. Make the slider fit the pattern
generally: The sliders keep changing speeds and spacing is awkward for the rhythm; for me, it's weird.

This is all I have to say except I like the map.
Topic Starter
HakuNoKaemi
[Pixie]
00:16:268 (1) - Should be in line with the slider before it i want to respect spacing
00:48:313 (1) - I think that this circle should be moved 3 ticks to the left (In line with the end of slider 5)
01:27:688 (6) - Should probably be the beginning of this comboi don't think that

[Orpheus]
00:14:563 (1,2,3) - Make straighter uhm? i wanted this as it is now
00:18:654 (5,6,7,8,9,10) - Make straighter ^
00:35:529 (5) - Start of new combo? weird to NC there
01:20:018 (5) - move 2 units closer to (4) 2 units are too much
01:21:382 (5) - ^ ^

[Soul]
00:03:654 (6) - in line with the past (2,3,4) sliders
00:36:552 (2,3,4) - Seems weird with this rhythm is not weird, is simply following beats and voice
01:13:882 (5,6,7) - Straighter he wanted them like this
[Orpheus Telos]
00:11:836 (1) - Awkwardly away from everything Easy to take
01:26:154 (4) - Keep to the pattern. Make the slider fit the pattern
generally: The sliders keep changing speeds and spacing is awkward for the rhythm; for me, it's weird. ?.? i changed SV only 4 time, spacing is the same all'over most of the difficulty, sure about this and it's symmetry mapping of an Insane...
GiNa
Hello, Haku ~~~

[General]
-I’m not sure about your mp3 file (yea, I told you this yesterday), somehow it shows 320 kbps in my computer, but when I use another program, it shows 259 kbps. However, both of them are over 192 kbps.
-About kiai – all your green lines are not snapping right now (but it doesn’t really matter, but for kiai change, yes it does), starts kiai at 01:06:722 and ends at 01:29:904.

[Pixie]
00:33:130 – I think this green line is useless, I deleted it and the hitsounds are still the same.
01:02:278 – ^
01:02:704 – ^
01:16:268 – probably add another slider, from 01:16:268 to 01:16:609
01:17:291 (1) – this doesn’t fit imo, starts too early, move to 01:17:632 would be much better
01:18:995 (2) – if you did that (01:17:291 (1)), delete this note would be fine
01:28:711 (2) – I don’t suggest you to hide note under the slider in Easy

[Armin]
00:33:130 – same as Pixie
Nice diff.

[Orpheus]
I’m fine with this diff too.

[Soul]
01:28:282 – unused green line

[Orpheus Telos]
All good again.

I'm a noob modder :cry: .
Topic Starter
HakuNoKaemi
corrected some green lines.... ( especially kiais.. ) on ALL diffs
omg .... to get near 192Kbps i had almost killed myself and the best result is 180 ----
Kawayi Rika
Sorry I skip mod this map ~

But I can point out ~

MP3 444kbps is unrankable.

change 192 following plz.

good luck ~ ;)
Topic Starter
HakuNoKaemi
wha?
it's 180 VBR, open with GSpot
Niva
Mod request via in-game PM ~

[General]
-> I searched at google and found out this song comes from the album "Persona 3 Original Soundtrack", perhaps add "ost original soundtrack" in the tags?
-> I got offset -6 (629 ms), not very sure though

[Orpheus]
  • 00:06:432 (1) - Add finish on first repeat? It fits the background cymbal sound imo
    00:27:227 (2) - Few grids up? It will give more variety to the pattern
    00:38:818 (2,3) - One grid up for both (not too sure though, these two seems too far compared to the distance from the previous (1,1))
    00:51:772 (2) - One grid right for the second red waypoint
    01:03:021 (1) - Split this into two symmetrical 1/1 sliders? Like this for example:
    01:15:636 (4) - The lack of notes after this slider sounds weird imo... idk, 3/2 slider maybe works well here
[Orthrus]
  • 00:04:045 (1,2,5,6) - Slightly curve them? It will flow better imo. Example
    00:16:488 (1,2) - Try to spice the curve using bezier waypoints? Like this:
    00:31:318 (5) - It sounds better without the clap imo
    01:20:238 (2) - ...use grid lv4, move the red waypoint 1 grid down and the last waypoint 1 grid left (not very sure though)
[Thanatos]
  • 00:01:657 (2) - Move the clap to (3)'s start?
    00:19:214 (7,8,9,10) - Move all 1 grid down and right, so (10) will be in the center?
    00:55:520 (7) - Few grids down? Or make the slider's end below 00:54:498 (5)
    01:16:827 (6,7) - I'd rather combine these two into a single 3/2 slider >_<
    01:26:202 (4,5,6,7,8) - Arrange like this? (your current pattern seems too forced imo)
    SPOILER
    [img]osu.ppy.sh/ss/182584[/img]
    01:27:907 (2) - That extra red waypoint in the end looks ugly ):
...I'll mod the remaining 2 non-taiko diffs when I have time lol, got to sleep atm :3
Topic Starter
HakuNoKaemi

Niva wrote:

Mod request via in-game PM ~

[General]
-> I searched at google and found out this song comes from the album "Persona 3 Original Soundtrack", perhaps add "ost original soundtrack" in the tags? Did add "P3P" to not repeat "Persona" (so "P3P Original Soundtrack)
-> I got offset -6 (629 ms), not very sure though Thank, i did recontrol the offset and it seems -8 ms

[Orpheus]
  • 00:06:432 (1) - Add finish on first repeat? It fits the background cymbal sound imo
    00:27:227 (2) - Few grids up? It will give more variety to the pattern
    00:38:818 (2,3) - One grid up for both (not too sure though, these two seems too far compared to the distance from the previous (1,1)) Had a better idea, i manually stacked 00:36:763 (2) - 1 grid up
    00:51:772 (2) - One grid right for the second red waypoint no need of that, as I wanted to make thus slider repeat
    01:03:021 (1) - Split this into two symmetrical 1/1 sliders? Like this for example:
    01:15:636 (4) - The lack of notes after this slider sounds weird imo... idk, 3/2 slider maybe works well here Had Star rating related problems... but now there seems to have problems, so i added the original notes
[Orthrus]
  • 00:04:045 (1,2,5,6) - Slightly curve them? It will flow better imo. Example
    00:16:488 (1,2) - Try to spice the curve using bezier waypoints? Like this:
    00:31:318 (5) - It sounds better without the clap imo
    01:20:238 (2) - ...use grid lv4, move the red waypoint 1 grid down and the last waypoint 1 grid left (not very sure though)
[Thanatos]
  • 00:01:657 (2) - Move the clap to (3)'s start? i want the hitsounds to cleverly follow the music
    00:19:214 (7,8,9,10) - Move all 1 grid down and right, so (10) will be in the center? Nah, it already is in the center
    00:55:520 (7) - Few grids down? Or make the slider's end below 00:54:498 (5)
    01:16:827 (6,7) - I'd rather combine these two into a single 3/2 slider >_< My (Notes), and Way (Slider...)
    01:26:202 (4,5,6,7,8) - Arrange like this? (your current pattern seems too forced imo)
    SPOILER
    [img]osu.ppy.sh/ss/182584[/img]
    01:27:907 (2) - That extra red waypoint in the end looks ugly ):
    (since it's an hard and it stay good i added a jump in 01:29:262 (5,6))
...I'll mod the remaining 2 non-taiko diffs when I have time lol, got to sleep atm :3
Niva
Here's the delayed mod >_<]
Don't kudosu this because I already got one from the post above.

[Asura (by Kiva)]
  • 00:10:180 (3) - Add note with clap?
    00:11:373 (7,8) - (7) is too close to (8) compared than to (6), but it's barely noticeable
    00:23:808 (1) - Is this supposed to be slowed down? It seems the unsnapped inherit section causes this slider speed problem
    00:34:035 (6) - Default finish sound (S) sounds better here rather than S:C2 >_<
    00:38:808 (1) - Again, the unsnapped inherit section causes this slider's start spawns the wrong clap sound ):
    00:44:262 (4,5) - Spacing :3
    00:47:672 (6) - Again, slider speed error because of the unsnapped inherit section
    00:55:853 (7) - Use standard clap here rather than S:C2?
    01:04:547 (2,3) - Switch the position of these two? Also, you could curve (1,3) a bit:
    01:16:819 (6) - Curve a bit to the right?
    01:27:558 (8) - Whistle here?
[Orpheus Telos]
  • 00:00:541 (1) - Should be 1/4 later I suppose (or it's intentional? o.o)
    00:02:331 (1,2,3) - You could try this rhythm : Remove the whistle from (1)'s end and add whistle on (2,3), it fits the guitar more this way imo
    00:13:922 (5,6,7,8) - I'd rather create a triple after a single note, rather than a single note after a triple here >_<
    00:23:041 (4) - It sounds better without this note imo
    00:23:126 (5) - Use default finish sound rather than S:C2 here?
    00:27:217 (3,4,5,6) - Add whistle on every slider's start? It fits the vocal I think
    00:38:637 (3) - Snap the inherit section in the repeat to 38808. It gives the wrong sound with unsnapped one
    01:22:444 (1,3) - Plays great, but quite hard to read...
Unsnapped inherit sections cause the problem >_<
Good luck ^^
Topic Starter
HakuNoKaemi

Niva wrote:

Here's the delayed mod >_<]
Don't kudosu this because I already got one from the post above.

[Asura (by Kiva)]
  • 00:10:180 (3) - Add note with clap?
    00:11:373 (7,8) - (7) is too close to (8) compared than to (6), but it's barely noticeable
    00:23:808 (1) - Is this supposed to be slowed down? It seems the unsnapped inherit section causes this slider speed problem <- fixed
    00:34:035 (6) - Default finish sound (S) sounds better here rather than S:C2 >_<
    00:38:808 (1) - Again, the unsnapped inherit section causes this slider's start spawns the wrong clap sound ): <- fixed
    00:44:262 (4,5) - Spacing :3
    00:47:672 (6) - Again, slider speed error because of the unsnapped inherit section <- fixed
    00:55:853 (7) - Use standard clap here rather than S:C2?
    01:04:547 (2,3) - Switch the position of these two? Also, you could curve (1,3) a bit:
    01:16:819 (6) - Curve a bit to the right?
    01:27:558 (8) - Whistle here?
[Orpheus Telos]
  • 00:00:541 (1) - Should be 1/4 later I suppose (or it's intentional? o.o) Resnapping error, i say
    00:02:331 (1,2,3) - You could try this rhythm : Remove the whistle from (1)'s end and add whistle on (2,3), it fits the guitar more this way imo Not really...
    00:13:922 (5,6,7,8) - I'd rather create a triple after a single note, rather than a single note after a triple here >_<(The rhythmn is corrected anyway)
    00:23:041 (4) - It sounds better without this note imo
    00:23:126 (5) - Use default finish sound rather than S:C2 here?
    00:27:217 (3,4,5,6) - Add whistle on every slider's start? It fits the vocal I think
    00:38:637 (3) - Snap the inherit section in the repeat to 38808. It gives the wrong sound with unsnapped one
    01:22:444 (1,3) - Plays great, but quite hard to read...
Unsnapped inherit sections cause the problem >_<
Good luck ^^
did fix sections snapping (from .osu, actually.. so there could be some unsnapped...) too
_Kiva
:O
fixed some parts.
Thanks niva~Download: Shuhei Kita - Soul Phrase (HakuNoKaemi) [Asura (by Kiva)].osu
NeoRainier
Some taiko modding:
Red = changes on actual beats
Purple = new beats i suggest to add
Orange = alternative patterns

Nyx Taiko (by [Shalon])

00:01:819 - 00:03:183 - 00:04:547 - 00:07:274 - 00:08:637 - 00:10:001 - 00:12:728 - 00:15:456 - 00:18:268 - 00:19:547 -->
00:31:308 ->
00:31:649 , 00:31:819 , 00:32:160 , 00:32:510 ,00:32:842
00:37:103 ->
00:38:637 ->
After deleting 00:59:944 and 01:00:115 rewrite this as: 00:59:774 , 01:00:115 , 01:00:285
01:04:206 -> BIG
01:04:717 -> BIG
01:25:172 ->

Nothing to say about the settings and the SV :D
Topic Starter
HakuNoKaemi
fatte alcune modifiche al Taiko
kosiga
hi~ HakuNoKaemi :)

from my queue ~

here my mod ~

[General]
  1. Song Setup - Storyboarding - remove check Letterbox during breaks ( only Asura diff )
  2. Song Setup - Audio Lead-in - Only Orpheus Telos diff is different. +1000ms plz
  3. Song Setup - Advanced - Stack Leniency - Only Orpheus Telos diff is different. all diff unify it ?
  4. KIAI TIME - KIAI TIME end 01:29:774 I think that this matches.
[Orpheus]
  1. 00:19:717 (2,3) - grid move ? 2:x256,y104 3: x176,y104
  2. 00:36:763 (2) - one grid down.
  3. 00:43:581 (3) - grid move. x172,y304
  4. 00:46:990 (1) - Ctrl+J grid x256,y256
  5. 01:07:104 (1,2,3,4) - I think it is confused for a beginner.
  6. 01:25:172 (3) - spacing too close.
[Orthrus (by Armin)]
  1. OD -1 (lower than hard diff)
  2. 00:28:240 (5) - one grid right ?
  3. 00:43:240 (6) - one grid up.
  4. 00:53:808 (5) - grid. x80,y152
  5. 01:06:422 - add note
  6. 01:27:899 (4) - add NC
  7. 01:28:666 (1) - spinner end 01:29:774
[Thanatos]
  1. 00:04:035 (2) - I think it does not match ><; change circle.
  2. 01:16:819 (6,7,1) - I think it does not match vocal. try like this http://puu.sh/aQxq
[Asura]
  1. 00:01:649 (1) - I think it is spacing too close >:(
  2. 00:15:626 (1) - remove NC
  3. 00:47:672 (6) - add NC ?
  4. 00:59:944 (8) - ^
  5. 01:05:569 (1) - spinner start 01:05:399
  6. 01:22:444 (6) - add NC ?
  7. 01:25:853 (4) - ^
  8. 01:28:581 (1) - spinner end 01:29:774
[Orpheus Telos]
  1. 01:04:035 (4) - add NC ?
  2. 01:23:808 (5) - add NC and 01:24:490 - remove NC
That's all ~

very clean map ~ Star~☆ :)

Good luck ~
Topic Starter
HakuNoKaemi

kosiga wrote:

hi~ HakuNoKaemi :)

from my queue ~

here my mod ~

[General]
  1. Song Setup - Storyboarding - remove check Letterbox during breaks ( only Asura diff )
  2. Song Setup - Audio Lead-in - Only Orpheus Telos diff is different. +1000ms plz
  3. Song Setup - Advanced - Stack Leniency - Only Orpheus Telos diff is different. all diff unify it ? It needed a different stack leniency (because of unwanted stacks)
  4. KIAI TIME - KIAI TIME end 01:29:774 I think that this matches.
[Orpheus]
  1. 00:19:717 (2,3) - grid move ? 2:x256,y104 3: x176,y104
  2. 00:36:763 (2) - one grid down. It's manually stacked up
  3. 00:43:581 (3) - grid move. x172,y304
  4. 00:46:990 (1) - Ctrl+J grid x256,y256
  5. 01:07:104 (1,2,3,4) - I think it is confused for a beginner. Nah, it's rightly slow and can be easily seen
  6. 01:25:172 (3) - spacing too close.
[Orthrus (by Armin)]
  1. OD -1 (lower than hard diff) OD +1 at harder diff
  2. 00:28:240 (5) - one grid right ? It's at the right place
  3. 00:43:240 (6) - one grid up. (1 grid 3)
  4. 00:53:808 (5) - grid. x80,y152
  5. 01:06:422 - add note <- should ask him, I don't think...
  6. 01:27:899 (4) - add NC <- I'm almost sure he would have done it
  7. 01:28:666 (1) - spinner end 01:29:774 <- should ask
[Thanatos]
  1. 00:04:035 (2) - I think it does not match ><; change circle.
    [*]01:16:819 (6,7,1) - I think it does not match vocal. try like this http://puu.sh/aQxq
[Asura]
  1. 00:01:649 (1) - I think it is spacing too close >:(
  2. 00:15:626 (1) - remove NC
  3. 00:47:672 (6) - add NC ?
  4. 00:59:944 (8) - ^
  5. 01:05:569 (1) - spinner start 01:05:399
  6. 01:22:444 (6) - add NC ?
  7. 01:25:853 (4) - ^
  8. 01:28:581 (1) - spinner end 01:29:774
Should ask him, those go more regarding mapping style... (that difficulty is made by _Kiva)

[Orpheus Telos]
  1. 01:04:035 (4) - add NC ?
  2. 01:23:808 (5) - add NC and 01:24:490 - remove NC
That's all ~

very clean map ~ Star~☆ :)

Good luck ~
Thank :3
_Kiva

kosiga wrote:

[Asura]
  1. 00:01:649 (1) - I think it is spacing too close >:(
  2. 00:15:626 (1) - remove NC
  3. 00:47:672 (6) - add NC ?
  4. 00:59:944 (8) - ^
  5. 01:05:569 (1) - spinner start 01:05:399
  6. 01:22:444 (6) - add NC ?
  7. 01:25:853 (4) - ^
  8. 01:28:581 (1) - spinner end 01:29:774
fixed several things.
thanks for moddingDownload: Shuhei Kita - Soul Phrase (HakuNoKaemi) [Asura].osu
wcx19911123
from my queue

[General]
offset is not the same in all diffs , make timing all the same in all diffs plz
I'm not sure but 800x600 is the biggest size of video , if I recall
there are many of unsnapped timing sections in some diffs.. make sure them snap well plz

[siin]
add reversearrow.png plz
it is not default-%.png , it is default-percent.png...
I suggest to use default approachcircle.png , the one you using is not good , too thick.. it make harder to read map imo

[Orpheus]
00:14:604 (2,1) - stack better?
00:36:763 (2,1,2,3) - don't use anti-jumps in an Easy diff.. it is confusing for newbies
00:51:764 (2,2) - hidden sldiers.. this is unrankble
01:16:308 (5,6,7,8,1) - damn.. this pattern will kill newbies.. it is too hard to read the rhyme..

[Orthrus (by Armin)]
remove guest ID from diff name is better imo.. put them in creator's words and tags is enough
HD+2
OD-1
01:21:592 (3) - this note is kinda off.. I think move it to 01:21:763 - is better
01:28:666 (1) - end at 01:29:774 - is better

[Thanatos]
00:12:217 (3) - back arrow is kinda hidden by 00:11:535 (1) - , maybe change direction?
01:17:331 (7,1) - I think stack this 2 circle is better , easier to read the rhyme
01:27:728 (1) - move to 01:27:558 - , follow vocal plz

[Asura]
00:30:626 (1) - suddenly speed up.. plz use 0.75x sped here..
00:42:217 (1) - suddenly speed down.. don't do this plz , it is very confusing to read even with slider tick rate 2 , in fact sldier tick do nothing to help to read the slider speed changing
01:28:410 (1) - end at 01:29:774 -

[Orpheus Telos]
OD+1
00:26:365 (5,1) - the spacing is too small.. it makes people click 1 too early..
00:32:416 (1,1) - this is hard to read.. I suggest delete 00:33:353 (1) - and spinner end at 00:33:353 -
00:52:274 (5,1) - spacing too small
00:52:785 (1,2,3,4,5,6,7) - jump without flow here.. I think you can change sequence on some circles
01:22:444 (1,3) - hidden slider ._.

I have to say , this map need much more work..
diff spread is bad , and some diff play really weird
Topic Starter
HakuNoKaemi
Control if you have an ... old version... Things I delete are things that aren't in the version anymore...

wcx19911123 wrote:

from my queue

[General]
I'm not sure but 800x600 is the biggest size of video , if I recall -> the max size for 4:3 is 800x600, for 16:9(aka Widescreen) is 854x480
there are many of unsnapped timing sections in some diffs.. make sure them snap well plz kinda strange, as I did resnap them and they are just 1ms off....

[siin]
add reversearrow.png plz I will, if I'll have a good idea...
it is not default-%.png , it is default-percent.png...
I suggest to use default approachcircle.png , the one you using is not good , too thick.. it make harder to read map imo

[Orpheus]
00:14:604 (2,1) - stack better? Kinda prefer them unstacked as I don't really want to have spacing problems
00:36:763 (2,1,2,3) - don't use anti-jumps in an Easy diff.. it is confusing for newbies It'll means they just aren't adapt to play music games, this is oh-well readable if it isn't the first time you listen to a song
00:51:764 (2,2) - hidden sldiers.. this is unrankble It's really seeable and not unrankble, cause you really have the time to see it plus, the Sv isn't fast plus the start is seeable time before it's covered.
01:16:308 (5,6,7,8,1) - damn.. this pattern will kill newbies.. it is too hard to read the rhyme..

[Orthrus (by Armin)]
remove guest ID from diff name is better imo.. put them in creator's words and tags is enough
HD+2
OD-1
01:21:592 (3) - this note is kinda off.. I think move it to 01:21:763 - is better
01:28:666 (1) - end at 01:29:774 - is better

[Thanatos]
00:12:217 (3) - back arrow is kinda hidden by 00:11:535 (1) - , maybe change direction? I should change the hitburst too...
01:17:331 (7,1) - I think stack this 2 circle is better , easier to read the rhyme manual ...
01:27:728 (1) - move to 01:27:558 - , follow vocal plz What's strange about following drums?

[Asura]
00:30:626 (1) - suddenly speed up.. plz use 0.75x sped here..
00:42:217 (1) - suddenly speed down.. don't do this plz , it is very confusing to read even with slider tick rate 2 , in fact sldier tick do nothing to help to read the slider speed changing
01:28:410 (1) - end at 01:29:774 -

[Orpheus Telos]
OD+1
00:26:365 (5,1) - the spacing is too small.. it makes people click 1 too early..
00:32:416 (1,1) - this is hard to read.. I suggest delete 00:33:353 (1) - and spinner end at 00:33:353 - Two reason: it follow music, while the hitsound DO suggest it
00:52:274 (5,1) - spacing too small
00:52:785 (1,2,3,4,5,6,7) - jump without flow here.. I think you can change sequence on some circles
Changed pattern a bit
01:22:444 (1,3) - hidden slider ._. It make me stoned the fact you didn't see if you couldn't actually see it...

I have to say , this map need much more work..
diff spread is bad , and some diff play really weird
Stone cold, actually, about what you said:
Just see how many things I did accept and how many things you got wrongs: The Orpheus Telos is arleady overmapped, and the actually harder+non-overmapped thing you can do is making the Thanatos have more jumps: actually a no-no as the rhythmn would be the same.
The spread isn't bad, as there is a certain difference in difficulty between all the difficulties
YTYuyu
Yo modding this map because of ur request :)

Orpheus:
00:06:308(1) - stack it perfectly
00:27:317(2) - add a clap at the beginning
00:27:889(3) - add a clap at the end
00:29:945(5) - add a clap here
00:30:627(1,3) - add a clap at the end
00:35:399(2) - add a clap
00:59:604(1) - remove the spinner and add notes instead. something like This or something similar to this?
01:27:729(6) - stack it on (1) unless this is intentional
01:29:774(5) - ^ (4) ^

Orthrus(by Armin):
please remove "by armin" on the diff. i understand its by armin but why dont u put it on the uploader comments that armin did the orthrus diff?
00:00:967(2) - can u move it down because its touching the Hp bar?
00:16:990(2) - make it look the same as (1) because IMO it doesnt look nice if 2 consecutive sliders look different
01:10:683(2) - same as 00:00:967

Thanatos:
No problems here

Nyx taiko(by [Shalon]):
im not gonna mod the taiko but like at orthrus remove "by [Shalon]" and put it on the uploader comments.


Asura:
00:48:353(7) - NC

Orpheus Telos:
00:26:786(1,2,3,4,5,6) - stack it perfectly
00:39:490(1) - unrankable spinner. it has to reach at least 2k to be rankable

this is the best i can do. GL :D
Topic Starter
HakuNoKaemi

Byakugan249 wrote:

Yo modding this map because of ur request :)

Orpheus: -> The notes are on different places ._.
00:06:308(1) - stack it perfectly 00:05:399 (2) -
00:27:317(2) - add a clap at the beginning 00:27:217 (2) -
00:27:889(3) - add a clap at the end 00:27:899 (3) -
00:29:945(5) - add a clap here
00:30:627(1,3) - add a clap at the end Was arleady added though
00:35:399(2) - add a clap
00:59:604(1) - remove the spinner and add notes instead. something like This or something similar to this?


Orthrus(by Armin):
please remove "by armin" on the diff. i understand its by armin but why dont u put it on the uploader comments that armin did the orthrus diff?
00:00:967(2) - can u move it down because its touching the Hp bar? Unless you have some BIG HP bar it don't do so
00:16:990(2) - make it look the same as (1) because IMO it doesnt look nice if 2 consecutive sliders look different
01:10:683(2) - same as 00:00:967 same >:<

Thanatos:
No problems here

Nyx taiko(by [Shalon]):
im not gonna mod the taiko but like at orthrus remove "by [Shalon]" and put it on the uploader comments.

Asura:
00:48:353(7) - NC

Orpheus Telos:
00:39:490(1) - unrankable spinner. it has to reach at least 2k to be rankable Supposedly, they did make the auto spinning velocity as even players can go faster >.<,,, yeah, did OD-1 instead, if they change the minium score to the really minium ( I'm not a Insane player neither a perfect hard player, though i can easily 300 this... strange?)

this is the best i can do. GL :D
Stacking is done manually there, (the only different thing is the direction...)
MoodyRPG
A Mod4mod request,sorry i'm late

General
  1. Delete the .osb
Orpheus
00:29:945 (5) - Center this?
00:55:513 (x) - Add a note?
01:27:729 (6) - Stack with the slider,in the (1)

Orthrus
Fine

Thanatos
Fine

Asura
AR: -1
Circle Size: -1
00:28:581 (5) - New combo

Telos
00:32:416 (3) - OMG,this slider sounds really bad,i suggest to put here 00:32:501

Looks great,good luck
Topic Starter
HakuNoKaemi

MoodyRPG wrote:

A Mod4mod request,sorry i'm late

General
  1. Delete the .osb
I will however make a SB

Orpheus
00:29:945 (5) - Center this?
00:55:513 (x) - Add a note? I will go over 3,00... and I shouldn't...
01:27:729 (6) - Stack with the slider,in the (1) Manually stacked notes, plus they're stacked to not make the final notes strange

Orthrus
Fine

Thanatos
Fine

Asura
AR: -1
Circle Size: -1
00:28:581 (5) - New combo

Telos
00:32:416 (3) - OMG,this slider sounds really bad,i suggest to put here 00:32:501

Looks great,good luck
eikkaleyd
From Anshi and eikka's modding queue

Come for modding with poor English.

[Orpheus]
01.28.752 (2) don't hide this circle under the slider

[Orthrus]
01.10.513 how about add a circle here between (1) and (2)
01.20.058 ^

[Thanatos]
00.05.910 (1) delete this note, and add a circle at 00.05.740 would be better
01.27.558 add a circle here, delete the one on 01.27.728

[Asura]
00.05.910 (3) should be farther from (2)
00.25.512 (4,5) should be farther from (3)

[Orpheus Telos]
00.06.933 (3) how about put this circle on the right hand of (2)
00.32.416 (3) this slider should be start from 00.32.501 to 00.33.183, change it into a shorter one
00.59.774 (6) umm... I think you should not put (6) under (7), it's not so clear
01.05.569 (6) You can put this one under (5) XD

Good luck~ :D
Topic Starter
HakuNoKaemi

eikkaleyd wrote:

From Anshi and eikka's modding queue

Come for modding with poor English.

[Orpheus]
01.28.752 (2) don't hide this circle under the slider It's Stacked manually, actually

[Orthrus]
01.10.513 how about add a circle here between (1) and (2) anything strange in following vocal?
01.20.058 ^ ^

[Thanatos]
00.05.910 (1) delete this note, and add a circle at 00.05.740 would be better Following drums is so strange?
01.27.558 add a circle here, delete the one on 01.27.728

[Asura]
00.05.910 (3) should be farther from (2)
00.25.512 (4,5) should be farther from (3)

[Orpheus Telos]
00.06.933 (3) how about put this circle on the right hand of (2) ?.?
00.32.416 (3) this slider should be start from 00.32.501 to 00.33.183, change it into a shorter one Didn't upgrade ?.?
00.59.774 (6) umm... I think you should not put (6) under (7), it's not so clear Listen closely to lyrics
01.05.569 (6) You can put this one under (5) XD nope, didn't see the triangle?

Good luck~ :D
Dusty
[Orpheus]
00:36:763 (2,1,2,3) - I don't think these patterns are good in an Easy

[Orthrus]
Is this a Normal or a Hard?
Either way, it needs more approach rate; 1 more if you think it's Normal and maybe 3 more if you think it's Hard

[Thanatos]
normally all the overlapping would make this confusing. But the transparent hitbursts make it straightforward to play, which is nice.

[Asura]
too many inconsistently timed stacks, and some of the spacing was weird :(

[Orpheus Telos]
woah lots of notes

Yeah, I don't have very many things I think you should change. It's pretty good right now.
Topic Starter
HakuNoKaemi

Dusty wrote:

[Orpheus]
00:36:763 (2,1,2,3) - I don't think these patterns are good in an Easy Easily discernible by listening the music... what players should do actually...

[Orthrus]
Is this a Normal or a Hard?
Either way, it needs more approach rate; 1 more if you think it's Normal and maybe 3 more if you think it's Hard

[Thanatos]
normally all the overlapping would make this confusing. But the transparent hitbursts make it straightforward to play, which is nice.

[Asura]
too many inconsistently timed stacks, and some of the spacing was weird :(

[Orpheus Telos]
woah lots of notes

Yeah, I don't have very many things I think you should change. It's pretty good right now.
merchat7
As requested

Looking at above mods, look like this will be hard to mod.

[General]

- I guess this is a game so add it to tags? Also add ost since you wrote original soundtrack and p3p? I also you mean psp so change it to that instead if so.
- I notice you have countdown pm which isn't being used, just remove from all diffs for cleanliness.
- After testing a map, I feel the reverse arrow is a bit hard to see (since it isn't really an arrow and it blends a bit with the hit circle), if you can use another one, would be nice.One idea is to make it white and make combo color 2 and 5 darker.

That's all, didn't check skin, sorry if I miss anything there.

[Orpheus]

00:03:013 (5) - I find this stack quite hard to see since it blends quite a bit the video and because of the custom skin. I would do a new combo here to make it easier to see.
00:06:422 (1) - I would refrain from kick slider on the easiest diff so I suggest removing a repeat and putting a hit circle instead.
01:04:206 (1) - I suggest leaving at least a little room after the spinner before the next note since this is the easiest diff and ending it on 01:06:422 instead.
01:09:149 (4) - Same comment about the kick slider, I would remove two repeats and make the slider longer to end at same place. Slider tick sounds perfect here. I recommend using Ctrl+Shift+S (scale tool) to keep the slider shape.
01:16:649 (6,7) - I'm not fond of 1/2 stack on the easiest diff, short slider instead?
01:29:604 (4,5) - ^ http://puu.sh/bAhN. Also for consistency with (3) since it's the exact same rhythm.

Nice map,

[Orthrus]

00:00:627 (T) 1% volume? and S:C70, guess it's a bug. You need to do 5% atleast assuming this was on purpous, but I recommend higher, felt weird to suddenly have a increase of 80% in volume so something like 40% for this timing section atleast.
00:06:081 (6) - I prefer if you keep things consistent (with 1,2) here and remove a repeat. I guess this is a Normal since you kept spacing relatively consistent, but if this is a Hard, the jump fits perfectly here.
00:20:058 (3) - ^ Similarly here, remove a repeat to be consistent with (1) and do a hit circle stack at the end instead.
00:24:831 (3,4,5) - Since this part is calm, I feel a repeating slider fits better, if this is a Hard through, it's fine.
00:30:967 (3,4,5) - ^
01:04:036 (4,5,6,7,8,9) - I feel stacking this is counter intuitive to how this part is leading to the climax. I recommend spacing them out or if you want to try something interesting, keep (4,5) stacked, space out (6,7) and make (8,9) a slider, basically slowly increasing the intensity.
01:09:320 (4,5) - I would do a slider to follow the vocal. Also, if you do not want to change, (5,1) have 0.9x spacing, if you want to keep it consistent, change it to 0.8x.
01:12:217 (4,5,6) - Not sure about other people, but I feel these hit circle are following the vocal and because for (6), it's following the drum and not vocal it felt weird. I suggest a repeating slider for them to fit this and you still get the "back and forth" feel.
01:22:104 (x) - Feel like something should be here.
01:26:365 (1,2,3) - Since this combo isn't really consistent, by this I mean if you want the rhythm to be consistent, it needs to be on the white tick, how about doing a repeating slider to show this?

Again nice, not sure if this is a Normal or Hard through, spacing is quite consistent so that make me think it's a normal, but all the stacks and beats make me feel like it's a Hard.

[Thanatos]

- +1 ar, take a look at 00:04:035, lots of note on the screen with current approach rate right? I feel it'll make this diff play nicer in general as well.

00:13:240 (4,5) - I really feel like you should do jump for this, something along the line of 1.5x distant snapping seems nice. Feel a little bit like spacing is too low here for me.
00:14:603 (1,2,3) - ^
00:15:967 (5,6) - ^
00:18:694 (5,6) - ^ Only suggest for hit circle > hit circle and not hit circle > slider since I feel they're fine for some reason.
01:01:308 (7,8,9) - I prefer if you make it mirror (2,3,4) so like this http://puu.sh/bAmu.
01:13:410 (5,6) - Ctrl+H them, feel nicer to me.
01:27:047 (8) - Rotate by 90 degree anti clockwise and place back at same spot, I feel the next note (1) plays better, I keep hitting it too early like this.
01:29:092 (4,5) - Would like jump for this
01:29:603 (6,7) - ^

I assume this is a Hard? I feel you should use more mini jumps, some part feel really clustered together for me.

[Asura]

00:07:785 (3,4) - Would like a jump here.
00:08:379 (T) - Increase the volume for this timing section, it's so soft compare to the Normal hitsound and really breaks the hitsound pattern here for me.
00:24:404 (2) - I prefer it more if you just stack it with the end of the slider rather than an anti jump, it make it more clear that this isn't a stream and you get more or less the same feel.
00:25:512 (4,5) - ^
01:21:081 (3) - The way you place this repeating slider make me feel there should be another repeat, I suggest adding it with perhaps reduce volume on that repeat.

Looks good to me.

Liked this song and the diffs are pretty good. Definite star.

Good luck!
Topic Starter
HakuNoKaemi

merchat7 wrote:

As requested

Looking at above mods, look like this will be hard to mod.

[General]

- I guess this is a game so add it to tags? Also add ost since you wrote original soundtrack and p3p? I also you mean psp so change it to that instead if so.
- I notice you have countdown pm which isn't being used, just remove from all diffs for cleanliness.

- After testing a map, I feel the reverse arrow is a bit hard to see (since it isn't really an arrow and it blends a bit with the hit circle), if you can use another one, would be nice.One idea is to make it white and make combo color 2 and 5 darker. I extracted it from the Arcana Card directly... and... people should see that it is not the normal circle and that it pulse no?

That's all, didn't check skin, sorry if I miss anything there.

[Orpheus]

00:03:013 (5) - I find this stack quite hard to see since it blends quite a bit the video and because of the custom skin. I would do a new combo here to make it easier to see.
00:06:422 (1) - I would refrain from kick slider on the easiest diff so I suggest removing a repeat and putting a hit circle instead. (Different method)
01:04:206 (1) - I suggest leaving at least a little room after the spinner before the next note since this is the easiest diff and ending it on 01:06:422 instead.
01:09:149 (4) - Same comment about the kick slider, I would remove two repeats and make the slider longer to end at same place. Slider tick sounds perfect here. I recommend using Ctrl+Shift+S (scale tool) to keep the slider shape.
01:16:649 (6,7) - I'm not fond of 1/2 stack on the easiest diff, short slider instead?
01:29:604 (4,5) - ^ http://puu.sh/bAhN. Also for consistency with (3) since it's the exact same rhythm. not consistent as there were a stack on the left

Nice map,

[Orthrus]

00:00:627 (T) 1% volume? and S:C70, guess it's a bug. You need to do 5% atleast assuming this was on purpous, but I recommend higher, felt weird to suddenly have a increase of 80% in volume so something like 40% for this timing section atleast. (the value exchanged somehow...
00:06:081 (6) - I prefer if you keep things consistent (with 1,2) here and remove a repeat. I guess this is a Normal since you kept spacing relatively consistent, but if this is a Hard, the jump fits perfectly here.
00:20:058 (3) - ^ Similarly here, remove a repeat to be consistent with (1) and do a hit circle stack at the end instead.
00:24:831 (3,4,5) - Since this part is calm, I feel a repeating slider fits better, if this is a Hard through, it's fine.
00:30:967 (3,4,5) - ^
01:04:036 (4,5,6,7,8,9) - I feel stacking this is counter intuitive to how this part is leading to the climax. I recommend spacing them out or if you want to try something interesting, keep (4,5) stacked, space out (6,7) and make (8,9) a slider, basically slowly increasing the intensity.
01:09:320 (4,5) - I would do a slider to follow the vocal. Also, if you do not want to change, (5,1) have 0.9x spacing, if you want to keep it consistent, change it to 0.8x.
01:12:217 (4,5,6) - Not sure about other people, but I feel these hit circle are following the vocal and because for (6), it's following the drum and not vocal it felt weird. I suggest a repeating slider for them to fit this and you still get the "back and forth" feel.
01:22:104 (x) - Feel like something should be here.
01:26:365 (1,2,3) - Since this combo isn't really consistent, by this I mean if you want the rhythm to be consistent, it needs to be on the white tick, how about doing a repeating slider to show this?
Asked the creator

Again nice, not sure if this is a Normal or Hard through, spacing is quite consistent so that make me think it's a normal, but all the stacks and beats make me feel like it's a Hard.

[Thanatos]

- +1 ar, take a look at 00:04:035, lots of note on the screen with current approach rate right? I feel it'll make this diff play nicer in general as well.

00:13:240 (4,5) - I really feel like you should do jump for this, something along the line of 1.5x distant snapping seems nice. Feel a little bit like spacing is too low here for me.
00:14:603 (1,2,3) - ^
00:15:967 (5,6) - ^

00:18:694 (5,6) - ^ Only suggest for hit circle > hit circle and not hit circle > slider since I feel they're fine for some reason.
01:01:308 (7,8,9) - I prefer if you make it mirror (2,3,4) so like this http://puu.sh/bAmu.
01:13:410 (5,6) - Ctrl+H them, feel nicer to me.
01:27:047 (8) - Rotate by 90 degree anti clockwise and place back at same spot, I feel the next note (1) plays better, I keep hitting it too early like this.
01:29:092 (4,5) - Would like jump for this
01:29:603 (6,7) - ^
the hard Hard is the other one >.<

I assume this is a Hard? I feel you should use more mini jumps, some part feel really clustered together for me.

[Asura]

00:07:785 (3,4) - Would like a jump here.
00:08:379 (T) - Increase the volume for this timing section, it's so soft compare to the Normal hitsound and really breaks the hitsound pattern here for me.
00:24:404 (2) - I prefer it more if you just stack it with the end of the slider rather than an anti jump, it make it more clear that this isn't a stream and you get more or less the same feel.
00:25:512 (4,5) - ^
I... decide selfishly to directly change the pattern. The thing bothering me was the using of the same spacing that kind confused me ( 1/2 spacing was the same as 1/1 and it is a mirrored pattern... so... the pattern now is mirrored and readable
01:21:081 (3) - The way you place this repeating slider make me feel there should be another repeat, I suggest adding it with perhaps reduce volume on that repeat.

Looks good to me.

Liked this song and the diffs are pretty good. Definite star.

Good luck!
Snowy Dream
nice nice map!
Topic Starter
HakuNoKaemi
thank :3
Mok
Ecco qua u.u

[Generale] (vien dalla collina, ci sta la notte crucca e assassina...)
Giocando la mappa, ho notato che questo file non si vede: default- percent.
Dovresti disabilitare il Countdown nella Taiko, non ce n'è bisogno.

[Orpheus]
00:00:627 - Questa Sezione Rossa è avanti di 1 ms rispetto alle altre difficoltà, aggiustala.
00:00:718 - Sezione non snappata.
00:05:831 - ^.
00:05:994 - ^.
00:23:125 - ^.
00:33:352 - ^.
00:44:602 - ^.
00:56:875 - ^.
01:16:641 - ^.
01:06:763 - Questo Kiai Time comincia 1 ms dopo che nelle altre difficoltà, sai cosa fare.
00:18:695 (1) - Rimuovi la New Combo.
00:36:422 (1) - ^.
00:51:422 (1) - ^.
01:03:695 (1) - ^.
01:22:445 - Da questo punto la mappa diventa tutta centrale, spaziala un po', per il piacere degli occhi e dei nabbi.

[Orthrus]
Stessa storia della sezione rossa di poco fa.
00:33:170 - Sezione non snappata.
00:58:781 - ^.
01:06:763 - Questo Kiai Time comincia 1 ms dopo che nelle altre difficoltà, sai cosa fare.

[Taiko]
Interessato in uno sfondo da taiko? D:

[Thanatos]
Il discorso della mappa centrata vale anche qui.
00:23:113 - Sezione non snappata.
00:34:107 - ^.
00:44:590 - ^.
00:56:863 - ^.
01:02:318 - ^.
01:02:744 - ^.
00:23:126 (1) - Rimuovi New Combo.

[Asura] (Il Kishin di Soul Eater...?)
00:01:305 - Sezione non snappata.
00:01:646 - ^.
00:05:812 - ^.
00:05:982 - ^.
00:07:990 - ^.
00:08:208 - ^.
00:08:549 - ^.
00:13:535 - ^.
00:13:620 - ^.
00:13:876 - ^.
00:13:961 - ^.
00:22:782 - ^.
00:23:113 - ^.
00:23:805 - ^.
00:29:430 - ^.
00:33:170 - ^.
00:33:255 - ^.
00:33:511 - ^.
00:34:107 - ^.
00:35:221 - ^.
00:36:078 - ^.
00:36:589 - ^.
00:37:441 - ^.
00:37:782 - ^.
00:38:805 - ^.
00:39:146 - ^.
00:40:169 - ^.
00:41:362 - ^.
00:41:447 - ^.
00:41:873 - ^.
00:42:555 - ^.
00:42:811 - ^.
00:43:237 - ^.
00:44:259 - ^.
00:44:590 - ^.
00:47:669 - ^.
00:56:863 - ^.
01:03:350 - ^.
01:04:032 - ^.
01:05:396 - ^.
01:27:384 - ^.
01:27:725 - ^.
01:28:322 - ^.
01:28:492 - ^.
Qua ti sei dato da fare, ma la centralità rimane comunque un problema :/
00:31:990 (1) - Rimuovi New Combo.


Orpheus Telos]
00:01:305 - Sezione non snappata.
00:05:812 - ^.
00:05:982 - ^.
00:08:036 - ^.
00:08:208 - ^.
00:08:379 - ^.
00:13:620 - ^.
00:13:876 - ^.
00:13:961 - ^.
00:22:948 - ^.
00:23:118 - ^.
00:27:214 - ^.
00:29:430 - ^.
00:35:225 - ^.
00:36:078 - ^.
00:36:589 - ^.
00:37:441 - ^.
00:37:782 - ^.
00:38:805 - ^.
00:38:890 - ^.
00:39:146 - ^.
00:40:169 - ^.
00:41:362 - ^.
00:41:447 - ^.
00:41:873 - ^.
00:42:555 - ^.
00:42:811 - ^.
00:43:237 - ^.
00:44:259 - ^.
00:44:590 - ^.
00:56:863 - ^.
01:02:318 - ^.
01:02:744 - ^.
01:03:009 - ^.
01:03:350 - ^.
01:04:032 - ^.
01:05:396 - ^.
01:16:300 - ^.
01:17:152 - ^.
01:27:384 - ^.
01:27:725 - ^.
01:28:322 - ^.
01:28:492 - ^.
Problema risolto circa u.u

Comunque vedo che sei migliorato tantissimo da quando me la presentasti la prima volta, complimenti u.u
Maya-kira
general
write the diff's name and the DIFFICULTIES SHOWN (ex: hard, insane, and blah.. by "mapper") because i'm confused atm D:

-orpheus-
00:38:127- (1,2,3) I don't think this anti jumps is safe enough for the easiest diff..
00:57:388- (3) idk what you're planning, but.. this sounds reallyyyy weird ._. (maybe because of the clap idk)
01:03:695- (1) remove nc D:
01:27:729- (6,1,2,...5) these spacings looks pretty hard .3.

-orthrus-
00:09:661- (1) i think it looks better stacked .3. (if your problem is to make it symetrical, I guess you can just rise up the other side)
01:27:558- (x) I know you migth want to keep the triplets constant, but adding a note here won't hurt imo ._.

-thanatos-
change the tick rate => 1. be consistent D:


===
gonna sleep now.. T_T my head can't stand waking up
continue it later
ziin
[general]
offset is -54
BPM is 88, but I suppose that's a preference choice.
modded these in random order.

[SB]
I don't like the font. Let me know when/if it's done.

[skin]
score numbers are cropped incorrectly so the blur has lines through it.
hitcircleoverlay has jagged edges in the middle.
You're missing score-comma and score-dot

[Thanatos]
00:21:762 (2,3) - move these 1/2 later. the drums have a syncopated snare hit, so offbeat sliders would map it better.
00:33:183 (8) - add soft 2 clap
00:55:854 - new phrase begins here, so you should probably have a new combo here and switch hitsounds here.
00:59:604 (1) - remove clap
01:00:115 (3) - add clap
01:25:512 (2) - add clap
01:26:365 - (4) add clap to end
01:27:217 - (8) remove clap at end. I would actually use soft hitsound here or something like that.

[orpheus]
00:58:581 (5) - remove clap start
00:59:604 (1) - remove clap
01:02:331 (4) - remove clap
reason being it's not in the music.
01:26:195 (4) - this maps the "yu ku" right? cool
01:26:877 (5) - why does this one map something other than the lyrics? This sort of thing bugs me the most in your maps.
Do this rhythm (ignore the placement, don't have puush to just up the rhythm): http://osu.ppy.sh/ss/217031 to map the guitar
or move (5) 1/2 earlier to map the lyrics and the tail end of the guitar.

[orpheus telos]
Can't mod this, it's too overmapped. I'll downvote if it gets ranked like this.

[Asura]
00:11:024 (5) - you wouldn't do this if the bpm were correct at 88. the middle note is overmapped and makes little sense.
00:16:819 (7) - ^
00:20:399 (1) - this map would sound a lot better if you put hit sounds where they are in the music instead of just all over the place. A finish of some sort goes here because there's a cymbal crash here in the music.
00:44:944 (5) - why?
01:27:217 (7) - this might be the first time an entire slider has been completely overmapped.
So yeah, the hitsounds are pretty bad. All I can recommend is you listen to the song for a particular note (snare drum hit, bass drum hit, cymbal crash) and try to match the hitsounds correctly. Maybe ask haku to help? finally you can also probably copy the hitsounds from one of the other diffs.

[orthus]
00:00:627 (1,1) - the rhythm here is seriously clashing with the rhythm in the guitar. Not to mention, isn't this more interesting than just a bunch of doubles? http://osu.ppy.sh/ss/217043 If you're worried about being repetitive or something, don't worry about it. Music is repetitive.
00:46:308 (1) - clap
00:46:990 (3) - remove clap
00:47:672 (4,6) - etc... ^, also normally I put snare hits on claps, bass hits on whistles.
00:57:047 (3) - you've got all these awesome hitsounds but none of them fit the music. They end up clashing with the background because it's not something a sensible drummer would actually play, or what the drummer in the music is playing. If you make this 1/2 shorter, it will match the drums, but only if you remove the claps off 2 and 3's start.
01:06:422 - add
01:16:308 (3) - shorten 1/2, add note here 01:17:161 (4) -
01:22:104 - add
Topic Starter
HakuNoKaemi

Maya-kira wrote:

general
write the diff's name and the DIFFICULTIES SHOWN (ex: hard, insane, and blah.. by "mapper") because i'm confused atm D:
One more reason to play the game :3 (lol)

-orpheus-
00:38:127- (1,2,3) I don't think this anti jumps is safe enough for the easiest diff.. As long it's readable it's good
00:57:388- (3) idk what you're planning, but.. this sounds reallyyyy weird ._. (maybe because of the clap idk) Modified it a little
01:03:695- (1) remove nc D:
01:27:729- (6,1,2,...5) these spacings looks pretty hard .3. They're just manually stacked, while playing those stack awfully and play badly for this

-orthrus-
00:09:661- (1) i think it looks better stacked .3. (if your problem is to make it symetrical, I guess you can just rise up the other side)
01:27:558- (x) I know you migth want to keep the triplets constant, but adding a note here won't hurt imo ._.

-thanatos-
change the tick rate => 1. be consistent D: The tick rate at 2 give a faster feeling and is better to use in Hard & Insane maps, with tick rate 1 the Easy e Normal feel better as they're following more white ticks notes than red ticks.


===
gonna sleep now.. T_T my head can't stand waking up
continue it later
Topic Starter
HakuNoKaemi

ziin wrote:

[general]
offset is -54 I don't like using negative offsets, plus with the stanze will be wrong (as they won't match the repeatitions of the drums and guitar)
BPM is 88, but I suppose that's a preference choice. More than preference, the flashing during kiai is MUCH slower than I want
modded these in random order.

[SB]
I don't like the font. Let me know when/if it's done. It's one of the reason I stopped making it, but the colours feel right (as you saw the SB folder almost surely)

[skin]
score numbers are cropped incorrectly so the blur has lines through it. Didn't see that, ( >.< duh ) redoing them...
hitcircleoverlay has jagged edges in the middle.
You're missing score-comma and score-dot


[Thanatos]
00:21:762 (2,3) - move these 1/2 later. the drums have a syncopated snare hit, so offbeat sliders would map it better.
00:33:183 (8) - add soft 2 clap
00:55:854 - new phrase begins here, so you should probably have a new combo here and switch hitsounds here. I didn't do it for the sake of pattern completion, and it's an end slider NC too, made the hitsoundset switch start here though
00:59:604 (1) - remove clap no effect on removing, the hitsound is actually rightly placed
01:00:115 (3) - add clap
01:25:512 (2) - add clap
01:26:365 - (4) add clap to end
01:27:217 - (8) remove clap at end. I would actually use soft hitsound here or something like that. There actually is the clap sound here though

[orpheus]
00:58:581 (5) - remove clap start
00:59:604 (1) - remove clap
01:02:331 (4) - remove clap
reason being it's not in the music.
01:26:195 (4) - this maps the "yu ku" right? cool thank?
01:26:877 (5) - why does this one map something other than the lyrics? This sort of thing bugs me the most in your maps.
Do this rhythm (ignore the placement, don't have puush to just up the rhythm): http://osu.ppy.sh/ss/217031 to map the guitar
or move (5) 1/2 earlier to map the lyrics and the tail end of the guitar.
01:26:195 (4) - map the drums too, and 01:26:877 (5) being graphically symmetrical with it do map the simmetrical drums beat( that instead of being the perfect reverse( Snare-> Hit ), the Snare is repeated (Snare->Snare->Hit)

[orpheus telos]
Can't mod this, it's too overmapped. I'll downvote if it gets ranked like this.

[Asura]
00:11:024 (5) - you wouldn't do this if the bpm were correct at 88. the middle note is overmapped and makes little sense.
00:16:819 (7) - ^
00:20:399 (1) - this map would sound a lot better if you put hit sounds where they are in the music instead of just all over the place. A finish of some sort goes here because there's a cymbal crash here in the music.

00:44:944 (5) - why?
01:27:217 (7) - this might be the first time an entire slider has been completely overmapped.
So yeah, the hitsounds are pretty bad. All I can recommend is you listen to the song for a particular note (snare drum hit, bass drum hit, cymbal crash) and try to match the hitsounds correctly. Maybe ask haku to help? finally you can also probably copy the hitsounds from one of the other diffs.
Hitsounding conversion 25%

[orthus]
00:00:627 (1,1) - the rhythm here is seriously clashing with the rhythm in the guitar. Not to mention, isn't this more interesting than just a bunch of doubles? http://osu.ppy.sh/ss/217043 If you're worried about being repetitive or something, don't worry about it. Music is repetitive.
00:46:308 (1) - clap
00:46:990 (3) - remove clap
00:47:672 (4,6) - etc... ^, also normally I put snare hits on claps, bass hits on whistles. (Used Clap and Finish because i needed the soft whistle)
00:57:047 (3) - you've got all these awesome hitsounds but none of them fit the music. They end up clashing with the background because it's not something a sensible drummer would actually play, or what the drummer in the music is playing. If you make this 1/2 shorter, it will match the drums, but only if you remove the claps off 2 and 3's start.
01:06:422 - add
01:16:308 (3) - shorten 1/2, add note here 01:17:161 (4) -
01:22:104 - add
Reisen Udongein
Hi, i'm here to mod this

[General]

lots of Green lines are unsnapped!! plz resnap it!

How about Decrease 'Stack Leniency' more ?

[Orpheus Telos]

Modding
00:01:138 (4) - 1 grid up ,1 grid right

00:05:740 (1) - delete new combo

00:06:081 (3) - add clap

00:06:763 (2) - add NC. just a suggestion

00:10:172 (5) - weird stack here. distance snap 0.0x and turn grid snap and stack it to the end of slider

00:11:365 (3) - add clap on the end of slider

00:20:058 (6) - 1 grid down

00:20:399 (7) - move to x:148 y:108

00:22:445 (7) - add clap

00:26:876 (1,2,3) - little confused distance just a suggestion

00:53:979 (1) - new combo

00:55:854 (2) - distance snap 0.0x and turn grid snap and stack it to the end of slider

01:03:013 (6) - delete clap

01:04:036 (1,2,3,4,5) - same distance plz

01:04:547 (1,2,3,4,5) - ^

01:05:058 (1,2,3,4,5) - ^

01:07:956 (5) - delete clap in the middle of slider

01:13:240 (1) - ^

01:14:433 (3) - add clap in the end of slider

[Asura]

Modding
00:00:967 (2) - weird slider shape

00:00:967 (2,1) - weird distance

00:03:353 (5) - add clap

00:04:547 (2) - add clap in the end of slider

00:05:910 (3) - confused distance , add clap in the end of slider

00:07:274 (2) - add clap in the end of slider

00:08:808 (7) - add clap

00:14:262 (7) - add clap

00:14:433 (8) - little weird

00:15:627 (3) - add clap in the start of slider

00:18:353 (3) - add clap

00:19:717 (7) - ^

00:21:933 (5) - distance snap 0.0x and turn grid snap and stack it to the end of slider

00:25:683 (3,4) - stack to the end of slider

00:36:592 (2,3,4) - bad distance spacing

00:40:853 (5) - delete clap in the end of slider

00:43:240 (2) - distance snap 0.0x and turn grid snap and stack it to the end of slider

00:43:581 (3) - ^

00:44:262 (4,5,6,7) - bad distance spacing

00:47:331 (5) - distance snap 0.0x and turn grid snap and stack it to the end of slider

00:57:217 (2,3) - sudden confused speed up

01:01:990 (1) - delete new combo

01:13:410 (4,5) - bad distance spacing

01:09:831 (2) - add clap

01:10:512 (4) - ^

01:10:853 (5) - add clap in the end of slider

01:11:535 (1) - ^

01:12:217 (2) - ^

01:12:899 (3) - ^

01:13:410 (4,5) - bad spacing

01:13:922 (5) - add clap

01:14:944 (1) - add clap in the end of slider

01:15:626 (3) - ^

01:16:649 (5) - add clap

01:17:672 (2) - add clap in the end of slider

01:18:353 (4) - ^

01:19:035 (6) - ^

01:20:399 (2) - ^

01:21:762 (4) - ^

01:22:444 (1) - ^

01:23:297 (3) - ^

01:23:978 (5) - ^

01:24:831 (2) - add clap

01:25:172 (3) - add clap in the end of slider

01:25:853 (1) - new combo

[Thanatos]

Modding
00:23:126 (1) - spacing

01:01:308 (1) - new combo

01:17:331 (7,1) - little weird spacing

[Orthrus]

Modding
00:06:763 (7) - delete new combo

00:07:274 (1) - new combo

01:05:229 (1,2,3) - spacing

01:14:945 (2,3) - not nice pattern

[Orpheus]

Modding
00:36:422 (1,1) - weird spacing

01:27:729 (6,1,2) - ^

01:29:604 (4,5) - ^

Nice Hitsounds :3

Well, Good luck!
Topic Starter
HakuNoKaemi

Reisen Udongein wrote:

Hi, i'm here to mod this

[General]

lots of Green lines are unsnapped!! plz resnap it! It's a avoidable lose of time doing them all at once, plus only kiais need to be snapped correctly for obvious reasons

How about Decrease 'Stack Leniency' more ?

[Orpheus Telos]

Modding
00:01:138 (4) - 1 grid up ,1 grid right

00:05:740 (1) - delete new combo

00:06:081 (3) - add clap

00:06:763 (2) - add NC. just a suggestion

00:11:365 (3) - add clap on the end of slider

00:20:058 (6) - 1 grid down

00:20:399 (7) - move to x:148 y:108

00:22:445 (7) - add clap

00:53:979 (1) - new combo

01:03:013 (6) - delete clap

01:04:036 (1,2,3,4,5) - same distance plz

01:04:547 (1,2,3,4,5) - ^

01:05:058 (1,2,3,4,5) - ^


01:07:956 (5) - delete clap in the middle of slider

01:13:240 (1) - ^

01:14:433 (3) - add clap in the end of slider

[Asura]

Modding
00:00:967 (2) - weird slider shape

00:00:967 (2,1) - weird distance


00:03:353 (5) - add clap

00:04:547 (2) - add clap in the end of slider

00:05:910 (3) - confused distance , add clap in the end of slider

00:07:274 (2) - add clap in the end of slider

00:08:808 (7) - add clap

00:14:262 (7) - add clap

00:14:433 (8) - little weird

00:15:627 (3) - add clap in the start of slider

00:18:353 (3) - add clap

00:19:717 (7) - ^


00:21:933 (5) - distance snap 0.0x and turn grid snap and stack it to the end of slider

00:25:683 (3,4) - stack to the end of slider

00:36:592 (2,3,4) - bad distance spacing

00:40:853 (5) - delete clap in the end of slider


00:43:240 (2) - distance snap 0.0x and turn grid snap and stack it to the end of slider

00:43:581 (3) - ^


00:44:262 (4,5,6,7) - bad distance spacing

00:47:331 (5) - distance snap 0.0x and turn grid snap and stack it to the end of slider


00:57:217 (2,3) - sudden confused speed up


01:01:990 (1) - delete new combo

01:09:831 (2) - add clap

01:10:512 (4) - ^

01:10:853 (5) - add clap in the end of slider

01:11:535 (1) - ^

01:12:217 (2) - ^

01:12:899 (3) - ^

01:13:410 (4,5) - bad distance spacing

01:13:922 (5) - add clap

01:14:944 (1) - add clap in the end of slider

01:15:626 (3) - ^

01:16:649 (5) - add clap

01:17:672 (2) - add clap in the end of slider

01:18:353 (4) - ^

01:19:035 (6) - ^

01:20:399 (2) - ^

01:21:762 (4) - ^

01:22:444 (1) - ^

01:23:297 (3) - ^

01:23:978 (5) - ^

01:24:831 (2) - add clap

01:25:172 (3) - add clap in the end of slider


01:25:853 (1) - new combo

[Thanatos]

Modding
00:23:126 (1) - spacing

01:01:308 (1) - new combo no new combo here following the way of the New Combos I inserted

[Orthrus]

Modding
00:06:763 (7) - delete new combo

00:07:274 (1) - new combo

01:05:229 (1,2,3) - spacing

01:14:945 (2,3) - not nice pattern

Nice Hitsounds :3

Well, Good luck!

Took down the "weird spacings" that are actually manual stacks, and stack while playing
RageTH
Keep it up! I'm loving the map and the song :3
Topic Starter
HakuNoKaemi
Oh, thank :3
Maya-kira
continuing the last mod :D

--asura--
00:30:627- (1,2,1,2) in my opinion, the slow pace would still fits here D:
00:57:217- (2) I don't realize its a slider @_@!! (maybe because of the hitcircle's transparency or bg blending idk)
01:28:411- (1) start spinner at 01:28:581 would be better @_@

--another orpheus-- (?)
00:06:763- (3) new combo for a farrr spacing xD
00:59:604- (5) new combo here, so it'll be less confusing @_@

good diff o3o
Topic Starter
HakuNoKaemi

Maya-kira wrote:

continuing the last mod :D

--another orpheus-- (?) (Telos means "Endless")
00:06:763- (3) new combo for a farrr spacing xD Would still make it less readable especially during FL and HD mods
00:59:604- (5) new combo here, so it'll be less confusing @_@
Changed a bit of NCs from here too
good diff o3o
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