Okay! Here is your mod, and thank you for mod4modding! Warnings that I highly recommend you change are in red, cosmetic changes that you don't exactly need to change (but I think would be better if you did) are in blue.etter if you did) are in
blue.Kogure's Insane PartyFantastic difficulty. Especially with the hitsounds, I love 'em. It's very fun to play, and well mapped, given how slow this song is.
The HP Drain Rate might be a tad too harsh. On autoplay, during the slow parts of the song (such as the very beginning and end) it treads closely to failing, even though it was perfecting. HP Drain rate +1 perhaps?
00:06:748 (1)- No new combo?
00:27:480 (3, 4, 5)- The position of these notes is somewhat confusing, with the slider ending near the 4, yet the 3 comes first. I suggest you move them in some fashion, perhaps flip the combo altogether and have them blanket around the end of the slider?
00:47:134 (2)- Whistle hitsound so it doesn't sound too blank for the transition into Kaia.
01:17:987 (3)- Move this farther away, it's too close. I suggest x: 116, y:256
01:22:377 (3)- I enjoyed the slow, shaky sliders in the beginning but here? It's not really necessary.
01:28:231 (4)- New combo?
Wmf's TaikoI don't mod Taiko, but I'm going to make an exception for the storyboard. I can't do much for it because it's not my storyboard, and I'd like to keep it the way it is. However, you did make me realize that a Paper Mario storyboard would be a beautiful thing and very much possible within osu!'s storyboarding capabilities given Paper Mario's art style. When I saw the background for this, I half expected there to be a fight going on beneath the Taiko screen. There isn't. I wish there was! And now I've been inspired to create one for my own beatmap.
BYE.I'm kidding. (I'm not kidding about creating a storyboard though, however) There are a few problems with your storyboard, though.
1.) This one's fairly obvious, but
fix question.png. The top of it is cropped off.2.)
blush.png looks really bad and should be a brighter pink, as well as smaller.3.)
Convert the original background into a storyboard element so you can remove it when the new background is swapped, thus reducing SB load. You can do this by checking out the first tip in
this thread, which then converts your background into a storyboard element while still keeping it's thumbnail aspect and blah blah blah. I know the SB Load is only 2x, but given the chance to ever shave off SB Load of any kind, you should do it.
4.) Not sure why you're using Super Paper Mario elements in a song from the first Paper Mario game, but alright...
ezek's Hard PartyFirst thoughts? "oh shit he's using 1/8 timing
ABANDON SHIP" Seriously,
don't use 1/8 snap divisor. Especially for a simple, slow song like this. I cannot stress this enough. I believe that some notes do sound like they fall on 1/8, such as at 00:29:675 (5, 6, 7), but you need to keep a
rhythm.Your timing sections are inconsistent. Kogome's Insane Party has perfect timing at the slowdown (01:28:780). Use the timing sections found in Kogome's Insane Party and do not map 01:28:719 (5, 6, 7) on a 1/8 snap divisor. Just don't do it.Next problem:
Your combo colors are inconsistent! The other difficulties use nice Paper Mario colors but this one does not! How unfortunate. They also have two of the same combo color, which is very very unrankable. Or perhaps it is possible that I am the only one seeing this?I don't generally like how this one's mapped. It feels like it's trying to attain patterns, but failing.
On to modding.
00:07:968 (4, 5, 6)- Move these somewhere else.
00:13:090 (2, 3)- Turn these two notes into a slider. The second note falls on a blue tick which is confusing, and a slider will prevent any fuck-ups.
00:21:382 (2, 3, 4, 5, 6)- Uuugh, this entire pattern is awful. Change it to something more curved, something more pleasant. It's quite unattractive right now.
00:25:285 (2, 3, 4, 5, 6)- ^
00:24:309 (1)- Don't place this under the slider's end, it gets covered up by hit bursts.
00:29:675 (5, 6, 7)- These three notes are going to keep me up at night. Do they fall on 1/8? Yes. Do they fuck up the flow and rhythm of the song? Yes. I suggest turning these three notes into a once repeating slider.
00:32:114 (1~5, 1~5, 1~5)- These notes could not be arranged into any more of a boring fashion. Move them around and create a pattern.
00:42:846 (2, 3, 1, 2, 3)- Normally this would be a blue suggestion, but all of these finishes are just so damn annoying it's a red. Remove all of them, and...
^
00:42:358 (2)- Remove the clap at the beginning of the (2) and place the clap at the end of the slider...
^
00:43:334 (3)- Replace finish with clap and keep the finish at the end of the slider...
^
00:44:797 (1, 2, 3)- Remove all finishes, put a clap on (1) and (3)
00:57:012 (6)- Move this somewhere else, it shouldn't be right next to (4). Just keep (5) in the same place and move (6) to the right of it and you're good.
00:58:231 (8)- One grid to the left...
01:06:280 (8)- Ugly slider.
01:11:158 (1)- Oh, no no no. No slider art in Hard.
This is probably my least favorite difficulty.
Normal PartyThis diff is also inconsistent with timing sections, please use Kogome's Insane Party's timing sections.
00:13:090 (2)- End this on a blue tick. (00:13:455)
00:56:280 (2)- Remove this note.
^
00:55:548 (1)- Extend this slider to a red tick.
00:58:719 (1)- Possibly repeat only once?
01:05:060 (4)- Remove note.
01:05:792 (6)- Remove note.
^
01:05:304 (4)- Repeat once.
00:59:695 (2)- Repeat only once.
01:28:719 (Timing Sections)- Why are these timing sections here?
Easy Party00:08:699 (1, 2)- Not sure what you're mapping on here, but this should be mapped like the first part...
00:24:309 (1, 2, 3, 4)- Also not sure why these aren't mapped similar to the other combos...It's inconsistent and weird.
00:47:743 ~ 01:03:353- Remap this entire section so it's not just 1/1 notes, it's really boring.
Okay, that's abwoahshit that's an extensive mod...huh. Okay. That's all.