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blue drops - Heart no Kakuritsu (Main Vocal Saori) (TV Size)

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Topic Starter
those
This beatmap was submitted using in-game submission on April-10-12 at 2:10:44 PM

Artist: blue drops
Title: Heart no Kakuritsu (Main Vocal Saori) (TV Size)
Source: Sora no Otoshimono: Forte
Tags: anime sno Yoshida Hitomi Hayami Saori
BPM: 157
Filesize: 3059kb
Play Time: 01:27
Difficulties Available:
  1. Hard (4.54 stars, 160 notes)
  2. Insane (5 stars, 303 notes)
  3. Normal (3.15 stars, 125 notes)
  4. Taiko Oni (4.89 stars, 416 notes)
Download: blue drops - Heart no Kakuritsu (Main Vocal Saori) (TV Size)
Information: Scores/Beatmap Listing
---------------
最初で最後の「スキ」
最初で最後の「大スキ」
運命なんてなにも知らずにきめたミライだから

Mods:
Fiya, Agkaemon, Agnes, YodaSnipe, Jacob, ikari_kyon, Bobo, Sync, popner, Jebok, SuperMICrophone, Kawaya Rika, Hinsvar, lolcubes, ...
Fiya
First.

IRC taiko mod
19:26 <Fiya> : this your first taiko?
19:26 <those> : Yeah
19:26 <Fiya> : ah okay
19:26 <Fiya> : for a first it's not bad then, but there a couple of unrankable things that I'll point out right now for ya
19:27 <those> : Is it the big note thing
19:27 <Fiya> : yea, you know already?
19:27 <those> : I think so
19:27 <those> : But that's the only thing
19:27 <Fiya> : pretty much
19:27 <those> : I always thought it was just a guideline
19:27 <those> : Kay, to fix~
19:27 <Fiya> : no, it's actually unrankable lol
19:28 <Fiya> : it's extremely difficult to go from streaming to hitting a finish is the reason
19:28 <those> : Other things I should touch upon? :3
19:29 <Fiya> : you should make approach rate and circle size default 5
19:29 <Fiya> : they don't actually affect the map
19:29 <Fiya> : so it's better to have them at default so osu! doesn't have to load as much stuff
19:30 <Fiya> : you should make the hitsounds louder cuz they're a bit difficult to hear over the song
19:30 <those> : The softer parts are at 80
19:30 <those> : and the louder parts are 100
19:30 <those> : Oh wait I have it on soft
19:31 <Fiya> : then switch it to normal xD
19:31 <those> : Yup
19:31 <Fiya> : don't use 100 normal though, that would be too loud
19:31 <those> : Also, is there a particular way the notes have to be arranged on the canvas?
19:31 <Fiya> : not at all
19:31 <Fiya> : lol
19:32 <Fiya> : you should look at some of lepi's canvases xD
19:32 <Fiya> : he's got notes all over the place
19:32 <those> : As long as you're just working with the part that's scrolling
19:32 <Fiya> : yep
19:32 <those> : it doesn't really matter, I'd think
19:32 <Fiya> : it doesn't change anything if you map with 4x distance between notes lol
19:33 <Fiya> : 00:06:243 (1) - this spinner
19:33 <Fiya> : move the end of it one blue tick back
19:33 <Fiya> : 00:07:771 - and put a note here
19:33 <Fiya> : perferably a blue finish
19:34 <Fiya> : it'll sound wierd in the editor, but when playing the spinners have no "end spot" they just end once you hit it enough
19:34 <those> : Yeah, I forgot about that
19:36 <Fiya> : 01:01:848 (1) - do it again with this one
19:36 <those> : As in, move it ahead to blue and add a finish?
19:36 <Fiya> : move it back one
19:36 <Fiya> : lol
19:37 <those> : yeah, "back"
19:37 <those> : ahead, faster, sooner
19:37 <Fiya> : 01:02:803 - I'd also start a kiai time here
19:37 <those> : I have a kiai there on my standard diffs but I wiped out all the timing sections
19:37 <Fiya> : ah
19:38 <those> : Do I need to end the kiai at a certain time or can I just let it run til outro
19:38 <Fiya> : 01:28:026 - I would end it here
19:38 <Fiya> : the ending'll look a bit wierd if it's glowing when the song is over lol
19:39 <Fiya> : since the entire track glows and not just the notes like in standard
19:39 <those> : Ah okay
19:39 <Fiya> : uh, 00:26:115 - this slow section here
19:39 <Fiya> : I was really bored just hitting don that entire time
19:39 <Fiya> : lol
19:40 <Fiya> : try and come up with a pattern or two in there to break the monotony of dons
19:40 <those> : Kay I'll try to find some abnormality in the track
19:40 <Fiya> : overmapping is okay in taiko if it isn't taken out of context
19:42 <Fiya> : same thing with the k d d d k pattern near the end
19:42 <Fiya> : it just gets a little boring even if it fits
19:43 <Fiya> : The audio lead in time isn't the same on all diffs
19:43 <those> : Okay, I'll fix that on notepad.exe
19:44 <Fiya> : I was about to suggest that
19:44 <those> : Cuz it's almost impossible to fix by just dragging
19:44 <Fiya> : lol
19:44 <Fiya> : yea
19:44 <those> : Should I have a note between 01:07:771 (29,30) -
19:44 <those> : Even though I don't really hear anything
19:44 <Fiya> : up to you
19:44 <Fiya> : it plays fine
19:45 <Fiya> : having nothing there would be more "authentic"
19:46 <those> : I see what you mean
19:48 <those> : Okay, reuploaded
19:48 <Fiya> : ah
19:48 <those> : Oh shit forgot the leadins
19:48 <Fiya> : wait
19:48 <Fiya> : 00:06:147 (1) - this here
19:49 <Fiya> : I meant move the end of it one back
19:49 <Fiya> : not the start
19:49 <those> : http://puu.sh/lObq then?
19:49 <Fiya> : yep
19:49 <those> : Kay, then the same with the other
19:49 <Fiya> : yea
19:51 <Fiya> : after that just uncheck "Letterbox during breaks" in the storyboard panel
19:52 <those> : Also, I feel like changing the AR for the slow section to the one in the beginning
19:52 <Fiya> : aaaand personally I would lower the HP Drain by one tick for newer players
19:52 <Fiya> : that would be a decent idea
19:53 <Fiya> : it would also make it feel less empty since there will be more notes on the screen
19:53 <those> : psychology lool
19:53 <Fiya> : 00:26:498 - Start the slow down on this note lol
19:54 <Fiya> : if you start it on the one before it, there will be an overlap that won't look nice
19:54 <Fiya> : and
19:54 <Fiya> : to come back up from the slow down
19:54 <Fiya> : 00:37:007 - put one here that's at .9x sv
19:54 <Fiya> : 00:37:198 - and one here that's back at 1x
19:55 <those> : Ah so that's how it all works
19:55 <Fiya> : yeeeep
19:56 <Fiya> : honestly I made a couple maps just to experiment with that kind of stuff lol
19:56 <those> : Would you recommend a sv increase at the kiai
19:56 <Fiya> : no I would not
19:56 <Fiya> : personally I don't like speed ups
19:56 <Fiya> : I know some people do though
19:57 <those> : alright.
19:57 <those> : Thanks for the mod; be sure to take a copy of this chatlog and I'll give you some kudosu for it P:
19:57 <Fiya> : I was just /savelogging
19:57 <Fiya> : lol

Good luck o/
Agka
My hitsound additions and a few slider fixes or enhancements.

what I didn't add is what I'd prefer you to change it, remember, you can take or leave what I just uploaded. :p

[Nymph]
http://puu.sh/lUqD

[Ikaros]

00:26:880 (2,3) - Don't do these overlaps. Just don't. (not fixed in file)
01:18:663 (8,10) - These sliders aren't as delicious. :p (not fixed)
http://puu.sh/lUEf
Topic Starter
those

Fiya wrote:

First.

Good luck o/
Discussed everything in IRC, thanks for your mod :3

Agkaemon wrote:

My hitsound additions and a few slider fixes or enhancements.

what I didn't add is what I'd prefer you to change it, remember, you can take or leave what I just uploaded. :p

[Nymph]
Took hitsounds into consideration, made adequate changes.


Agkaemon wrote:

[Ikaros]

00:26:880 (2,3) - Don't do these overlaps. Just don't. (not fixed in file)
01:18:663 (8,10) - These sliders aren't as delicious. :p (not fixed)
Took hitsounds into consideration, made adequate changes.
Reversed slider to flow more.
00:26:880 (2,3) - unless this is unrankable, I find that the three occurrences of this pattern makes the distance/sv flow and match the song.

Thanks for your mod :3
Agnes
orz

[General]
  1. The mp3 in the folder is 320 kbps, when the limit is 192 kbps. Please lower.
[Nymph]

00:25:351 (7,8) - These two notes felt like they ruined the flow of the hitsound pattern. Have (7) and (8) follow the whistle / normal pattern?
00:52:103 (2,4) - The lapping here looks strange. Adjust it like in the screenshot?: http://osu.ppy.sh/ss/272195
01:08:154 (1) - Clap?

[Ikaros]
00:10:829 (1,2) - Rearrange? Kind of looks a bit out there, laying off to the side like that.


Fancy job.
Topic Starter
those

Agnes wrote:

orz

[General]
  1. The mp3 in the folder is 320 kbps, when the limit is 192 kbps. Please lower.
Done via iTunes.

Agnes wrote:

[Nymph]

00:25:351 (7,8) - These two notes felt like they ruined the flow of the hitsound pattern. Have (7) and (8) follow the whistle / normal pattern?
00:52:103 (2,4) - The lapping here looks strange. Adjust it like in the screenshot?: http://osu.ppy.sh/ss/272195
01:08:154 (1) - Clap?
Done, thanks for this part - got little experience mapping Normals.

Agnes wrote:

[Ikaros]
00:10:829 (1,2) - Rearrange? Kind of looks a bit out there, laying off to the side like that.
Talked to you about this via IRC; 2 and 4 have the same distance from 3, and the stack is used to balance out with the slider in the same combo.

Thanks for the mod, Agnes :3
YodaSnipe
IRC mod on Offset and timing.
Topic Starter
those

YodaSnipe wrote:

IRC mod on Offset and timing.
Worked on this just now and a few days ago, I must've been on an off day or something. Thanks :3
Low
From #modreqs.

[General]

• I don't understand the difficulty names. ..are they like, guest difficulties? because "Nymph" difficulty name is used specifically by Nymph I believe. also, what is Ikaros? really vague.
• If you're going to be consistent with the difficulty names, I suggest renaming "Taiko Oni" to simply "Taiko."
please put what distance snap you used rather than 0 so it's easier for modders to mod!

[Nymph]

Rather large distance spacing.
00:56:307 (6) - A jump on an easy/normal difficulty?
00:53:631 (4) - NC.
01:11:211 (1) - Remove clap.
01:11:593 (2) - Add clap.
01:11:593 (2,1,2,3,4,5,6) - Sorry if I'm cramping your style, but this really isn't acceptable for a 3 star difficulty. please don't hate me.

[Ikaros]

00:07:007 (7) - NC for the sake of consistency.
00:07:771 (1) - Remove NC for the same reason.
00:25:542 (5) - Perhaps NC here?
01:01:466 (9,10) - Use distance snap here. Try putting them into a separate stack like this.
01:26:498 (1,1,1,1) - No need for one note combos! Also, 01:27:071 (1) gets mostly covered by hitbursts.

Have your first star. Good luck!
Topic Starter
those

Jacob wrote:

From #modreqs.

[General]

• I don't understand the difficulty names. ..are they like, guest difficulties? because "Nymph" difficulty name is used specifically by Nymph I believe. also, what is Ikaros? really vague.
• If you're going to be consistent with the difficulty names, I suggest renaming "Taiko Oni" to simply "Taiko."
please put what distance snap you used rather than 0 so it's easier for modders to mod!
Nymph and Ikaros are the two main Angeloid characters in this anime. Also, Ikaros is the name of the character who this singer voices for.
Taiko kept as Taiko Oni, since that is a Taiko difficulty name I'd like to keep.
A lot of the time I used 0.0x to get the exact placement I wanted because of the particular patterns I wanted. Otherwise, I used mostly 0.8x, 1.2x, and 1.6x.

Jacob wrote:

[Nymph]

Rather large distance spacing.
00:56:307 (6) - A jump on an easy/normal difficulty?
00:53:631 (4) - NC.
01:11:211 (1) - Remove clap.
01:11:593 (2) - Add clap.
01:11:593 (2,1,2,3,4,5,6) - Sorry if I'm cramping your style, but this really isn't acceptable for a 3 star difficulty. please don't hate me.
00:56:689 (1,2,1,2) - are now stacked in pairs.
NC and hitsounds changed.
What exactly do you mean by "acceptable"?

Jacob wrote:

[Ikaros]

00:07:007 (7) - NC for the sake of consistency.
00:07:771 (1) - Remove NC for the same reason.
00:25:542 (5) - Perhaps NC here?
01:01:466 (9,10) - Use distance snap here. Try putting them into a separate stack like this.
01:26:498 (1,1,1,1) - No need for one note combos! Also, 01:27:071 (1) gets mostly covered by hitbursts.

Have your first star. Good luck!
Added NC to 00:07:007 (1) - and removed NC from 00:07:771 (1) -.
00:25:542 (5) - keeping combo to match cadence; having a new combo wouldn't make too much sense harmonically.
01:01:466 (9,10) - moved, snapped 1.2x to the right of (8).
Removed NC from final notes, but will keep its pattern; it sounds right with the music and I can't imagine another pattern that would play just as well.

Thanks for your mod :3
jossieP

[General]

  1. First at all, as you are using custimized names for your standard diffs, maybe you should use a different bg image on [Nymph], recently added [Astraea] and [Ikaros], for [Taiko Oni] maybe use a image of those 3 characters, send me a pic and I can make you a bg
  2. Dont know why I heard the offset weird, but on test play I got 0ms early O_o
  3. I have no much problems with diffs names like jacob, we can see perfecty the increase of diff spread

[Nymph]

  • Over 3 star rating, lets try to make it easier
    Main reason for this star rating: the slider velocity changes, although the multiplier is low, is better if you dont use this SV changes on a [Normal] diff, why cuz the spacing also get affected by SV change and that increase the star difficulty, please just use 1 SV (x1,0) on this diff, if someone says that is unconcistant, notice that the only concistant that must exist between on diffs must be the first red timeline and kiai, also as your prefferences, but please avoid use SV changes on a [Normal] diff
  1. 00:10:829 (3,4) - 2 repeats on a slider of a [Normal] diff may be a bit confusing since the easiest diff must be played by newbie players, I suggest this: remove 1 repeat and exteend 1/2 tick each slider
  2. 00:20:001 (1,2,3) - see spoiler with imagesthe first screen is of 3 objects in a row of 1/2 snapping at x0,8 SV, and the second are also 3 objects on a row of 1/2 snapping at x1,0 SV, look that they have a different spacing and [Normal] diffs are supposed to have only 1 and constant spacing on whole map, that is why I suggest use just 1 SV multiplier
  3. 00:23:058 (1,2,3,4,5,6,7,8,9) - hmm 9 circles in a row is really tyring for newbie players, please add a long slider on the circle (5) that replace the next (6,7,8,9), maybe dont make it so long, add a repeat for dont have an excesive one way long slider
  4. 00:29:173 (4) - please dont stack objects on the easiest diffs, think on newbie players, also you increased the distance snap to x1,0? please use your first x0,8 distance snap on whole map, this will decrease the diff rating also
  5. 00:29:937 (1,2,3) - seriously >_< select slider (1) see prev and next object distance, notice that they are not the same
  6. 00:32:230 (4) - yes another stack, dont stack objects on the easiest diff please
  7. 00:35:287 (4) - ↑
  8. 00:37:389 (2) - ↑
  9. 00:38:345 (4) - ↑
  10. 00:42:931 (2) - another irregular spacing
  11. 00:43:695 (3) - ↑
  12. 00:44:459 (4) - dont stack please >_<
  13. 00:45:224 (1) - spacing between this and previous object is x1,56 dont use jump patterns on easiest diff please
  14. 00:46:752 (3) - irregular spacing and next stacked note
  15. 00:49:045 (2) - irregular spacing
  16. 00:52:103 (2) - prev: 0,80x ; next: 1,02x
  17. 00:53:631 (1,2) - nice blanket
  18. 00:56:307 (3) - spacing again
  19. 00:57:262 (2) - dont stack
  20. 00:58:791 (2) - ↑
  21. 00:59:746 (1,2,3,4,5,6) - star formation and stack ;_; nice but too hard for newbie players
  22. 01:02:803 - yes here it is the x1,25 slider multiplier, distance between objects becomes tooo laaarge >_<
  23. 01:04:332 (5) - finish?
  24. 01:05:096 (1) - no clap for keep the white tick pattern
  25. 01:06:625 (4) - a bit covered by hitburst of 01:05:478 (2)
  26. 01:08:154 (1,2,3,4,5,6) - newbie players must fail here D:
  27. 01:11:975 (3) - remove whistle from slider body and dont stack next 2 circles
  28. 01:24:205 (1,2,3,4,5,6) - and you increase the spacing moar and moar D:
  29. 01:26:880 (2) - dont stack
  30. 01:28:026 - kiai time must end on an object
    Well your patterns and snapping are very simple but spacing and some locations are so high, that is the why of this star rating, you have jumps on the easiest diff and that will hurt newbie players who are supposed that gonna play this diff, use 1 unique and constant spacing for this diff please oh yeah and only 1 SV

[Astraea]

  • you are not using x1,25 slider multiplier here x3 ok
  1. 00:11:593 (1,2,3,4) - its feels moar suitable if you start this pattern on (3) maybe just me
  2. 00:27:263 (3,4) - try it dont gets covered by 00:26:115 (4)
  3. 01:14:268 (5) - no clap on end of slider, for keep the clap pattern
  4. 01:24:205 (3) - no clap on start and end of slider
    hmm really nice [Hard], maybe you should add a third colour combo due this character? of course if you use a different BG image for each diff

[Ikaros]

  1. 00:12:166 (8) - maybe some people will annoying you with this slider is abnormal, maybe just remove some red points?
  2. 00:20:001 (1) - no finish on end of slider please
  3. 00:45:415 (3) - ctrl+r? you have some nice reverse before ;D
  4. 01:25:542 (7) - same as first slider pointed
    wow really nice jumps <:

[Taiko Oni]

hmm please use 1 volume for all timing sections, maybe is a personal stuff, dont like volume changes on taiko diffs
  1. 00:06:243 (1) - I know that spinner is succes quickly than it ends on editor but looks a bit annoying that is so close to next circle, short it to previous red tick?
  2. 00:22:867 (66,67,68) - kkd? it was a nice pattern on previous parts like this
  3. 00:26:498 (83) - katsu?
  4. 00:26:880 (84) - don if you change the note from up
  5. 00:28:026 (87) - katsu for not make so boring this 1/1 part
  6. 00:29:555 (91) - ↑
  7. 00:29:937 (92,93) - dons
  8. 00:31:084 (95) - and from here maybe k d k d k d k...
  9. 00:50:192 (177,178,179,180,181) - kkkkd? the vocal start on last don
  10. 00:53:249 (195,196,197,198,199) - dkdkd? personal prefference
  11. 01:00:510 (237,238,239,240,241,242,243) - kkkkddk? cant think on a better way of follow that vocals
  12. 01:01:275 (244,245,246) - K K K for this? the high notes are very noticable here
  13. 01:06:434 (22,23,24) - ddd fits better like the previous pattern
    that is all I think
really nice job on last 3 diffs, just must re-arrange the spacing and remove slider multipliers from the easiest one, when your normal gets under 3 star rating Ill star here >3<
Topic Starter
those

ikari_kyon wrote:

[General]

  1. First at all, as you are using custimized names for your standard diffs, maybe you should use a different bg image on [Nymph], recently added [Astraea] and [Ikaros], for [Taiko Oni] maybe use a image of those 3 characters, send me a pic and I can make you a bg
  2. Dont know why I heard the offset weird, but on test play I got 0ms early O_o
  3. I have no much problems with diffs names like jacob, we can see perfecty the increase of diff spread
The reason why I chose Ikaros as the bg is because the main vocal voices Ikaros. I'll probably be making my own Taiko bg based on the bg I have here, using a template.

ikari_kyon wrote:

[Nymph]

  • Over 3 star rating, lets try to make it easier
    Main reason for this star rating: the slider velocity changes, although the multiplier is low, is better if you dont use this SV changes on a [Normal] diff, why cuz the spacing also get affected by SV change and that increase the star difficulty, please just use 1 SV (x1,0) on this diff, if someone says that is unconcistant, notice that the only concistant that must exist between on diffs must be the first red timeline and kiai, also as your prefferences, but please avoid use SV changes on a [Normal] diff
  1. 00:10:829 (3,4) - 2 repeats on a slider of a [Normal] diff may be a bit confusing since the easiest diff must be played by newbie players, I suggest this: remove 1 repeat and exteend 1/2 tick each slider
  2. 00:20:001 (1,2,3) - see spoiler with imagesthe first screen is of 3 objects in a row of 1/2 snapping at x0,8 SV, and the second are also 3 objects on a row of 1/2 snapping at x1,0 SV, look that they have a different spacing and [Normal] diffs are supposed to have only 1 and constant spacing on whole map, that is why I suggest use just 1 SV multiplier
  3. 00:23:058 (1,2,3,4,5,6,7,8,9) - hmm 9 circles in a row is really tyring for newbie players, please add a long slider on the circle (5) that replace the next (6,7,8,9), maybe dont make it so long, add a repeat for dont have an excesive one way long slider
  4. 00:29:173 (4) - please dont stack objects on the easiest diffs, think on newbie players, also you increased the distance snap to x1,0? please use your first x0,8 distance snap on whole map, this will decrease the diff rating also
  5. 00:29:937 (1,2,3) - seriously >_< select slider (1) see prev and next object distance, notice that they are not the same
  6. 00:32:230 (4) - yes another stack, dont stack objects on the easiest diff please
  7. 00:35:287 (4) - ↑
  8. 00:37:389 (2) - ↑
  9. 00:38:345 (4) - ↑
  10. 00:42:931 (2) - another irregular spacing
  11. 00:43:695 (3) - ↑
  12. 00:44:459 (4) - dont stack please >_<
  13. 00:45:224 (1) - spacing between this and previous object is x1,56 dont use jump patterns on easiest diff please
  14. 00:46:752 (3) - irregular spacing and next stacked note
  15. 00:49:045 (2) - irregular spacing
  16. 00:52:103 (2) - prev: 0,80x ; next: 1,02x
  17. 00:53:631 (1,2) - nice blanket
  18. 00:56:307 (3) - spacing again
  19. 00:57:262 (2) - dont stack
  20. 00:58:791 (2) - ↑
  21. 00:59:746 (1,2,3,4,5,6) - star formation and stack ;_; nice but too hard for newbie players
  22. 01:02:803 - yes here it is the x1,25 slider multiplier, distance between objects becomes tooo laaarge >_<
  23. 01:04:332 (5) - finish?
  24. 01:05:096 (1) - no clap for keep the white tick pattern
  25. 01:06:625 (4) - a bit covered by hitburst of 01:05:478 (2)
  26. 01:08:154 (1,2,3,4,5,6) - newbie players must fail here D:
  27. 01:11:975 (3) - remove whistle from slider body and dont stack next 2 circles
  28. 01:24:205 (1,2,3,4,5,6) - and you increase the spacing moar and moar D:
  29. 01:26:880 (2) - dont stack
  30. 01:28:026 - kiai time must end on an object
    Well your patterns and snapping are very simple but spacing and some locations are so high, that is the why of this star rating, you have jumps on the easiest diff and that will hurt newbie players who are supposed that gonna play this diff, use 1 unique and constant spacing for this diff please oh yeah and only 1 SV
Made adequate changes. Kept stacks since there's no reason newbies can't read them; tutorial even shows you.
SV now only consists of x0.8 for the part before the kiai, and x1.0 during kiai.
Distance snapping defaulted to 0.8x
Kiai time ends during the spinner for 3 standard maps because it ends on the last note on the Taiko.
Moved notes around, removed notes to give players more of a break between combos, making star rating 2.98.
Changed hitsounds.

ikari_kyon wrote:

[Astraea]

  • you are not using x1,25 slider multiplier here x3 ok
  1. 00:11:593 (1,2,3,4) - its feels moar suitable if you start this pattern on (3) maybe just me
  2. 00:27:263 (3,4) - try it dont gets covered by 00:26:115 (4)
  3. 01:14:268 (5) - no clap on end of slider, for keep the clap pattern
  4. 01:24:205 (3) - no clap on start and end of slider
    hmm really nice [Hard], maybe you should add a third colour combo due this character? of course if you use a different BG image for each diff
00:27:263 (3,4) - moved the group of 8 notes and the sliders more toward the right.
Fixed Hitsounds.
I chose to have two combo colours because two people sing this song. It makes more sense to have two colours too; [Ikaros] uses combos sometimes to differentiate between the two voices.

ikari_kyon wrote:

[Ikaros]

  1. 00:12:166 (8) - maybe some people will annoying you with this slider is abnormal, maybe just remove some red points?
  2. 00:20:001 (1) - no finish on end of slider please
  3. 00:45:415 (3) - ctrl+r? you have some nice reverse before ;D
  4. 01:25:542 (7) - same as first slider pointed
    wow really nice jumps <:
Fixed hitsounds, didn't add Reverse since it matches the previous two patterns.
Sliders fit with voice and rhythm track, so I'll need more of an argument to change it.

ikari_kyon wrote:

[Taiko Oni]

hmm please use 1 volume for all timing sections, maybe is a personal stuff, dont like volume changes on taiko diffs
  1. 00:06:243 (1) - I know that spinner is succes quickly than it ends on editor but looks a bit annoying that is so close to next circle, short it to previous red tick?
  2. 00:22:867 (66,67,68) - kkd? it was a nice pattern on previous parts like this
  3. 00:26:498 (83) - katsu?
  4. 00:26:880 (84) - don if you change the note from up
  5. 00:28:026 (87) - katsu for not make so boring this 1/1 part
  6. 00:29:555 (91) - ↑
  7. 00:29:937 (92,93) - dons
  8. 00:31:084 (95) - and from here maybe k d k d k d k...
  9. 00:50:192 (177,178,179,180,181) - kkkkd? the vocal start on last don
  10. 00:53:249 (195,196,197,198,199) - dkdkd? personal prefference
  11. 01:00:510 (237,238,239,240,241,242,243) - kkkkddk? cant think on a better way of follow that vocals
  12. 01:01:275 (244,245,246) - K K K for this? the high notes are very noticable here
  13. 01:06:434 (22,23,24) - ddd fits better like the previous pattern
    that is all I think
really nice job on last 3 diffs, just must re-arrange the spacing and remove slider multipliers from the easiest one, when your normal gets under 3 star rating Ill star here >3<
Taiko Oni fixed largely based on suggestions.

Thanks for the mod :3
Low
Don't forget to give ikari_kyon kudosu!
Topic Starter
those
My kudosu ninja'd your post.

Or well, lag.
jossieP
Nymph (2.98 stars, 122 notes)
awesome
Bobo_old
Hi those ;3

[those]

00:13:695 - I'd end the spinner here.
00:25:542 (5) - NC?
00:53:249 (13) - Stack with (10)?
00:56:115 (12) - Stack with (9)?
01:01:466 (9,10) - The spacing looks weird imo, I'd just stack it.
01:14:650 (6,7) - Rotate these to the left so that (7) stacks with the endpoint of (1).
01:16:370 (4) - I'd delete the slider point so this is just a straight slider, and then ofc position it so it looks cool and stuff.
01:18:281 (6) - Stack with (4)?
01:18:472 (7) - Stack with (5)?
01:26:498 (1,2,3,4) - Space these out farther :3

[Astraea]


00:13:695 - I'd end the spinner here. //repetition
00:31:848 (2,1) - These are placed too close together imo
00:56:689 (1,1) - I'd make this all one combo.
00:58:217 (1,1) - ^
01:26:498 (1,2,3,4) - I'm not too fond of the spacing, I'd stack them.

[Nymph]

00:06:243 (4) - I'd move the slider point down so it makes more of a 'u' shape rather than an 'n' shape, if you know what I mean.

Hmm... That's about all I can point out.
Good luck!
Topic Starter
those

Bobo wrote:

Hi those ;3

[those]

00:13:695 - I'd end the spinner here.
00:25:542 (5) - NC?
00:53:249 (13) - Stack with (10)?
00:56:115 (12) - Stack with (9)?
01:01:466 (9,10) - The spacing looks weird imo, I'd just stack it.
01:14:650 (6,7) - Rotate these to the left so that (7) stacks with the endpoint of (1).
01:16:370 (4) - I'd delete the slider point so this is just a straight slider, and then ofc position it so it looks cool and stuff.
01:18:281 (6) - Stack with (4)?
01:18:472 (7) - Stack with (5)?
01:26:498 (1,2,3,4) - Space these out farther :3
Spinner follows backing track and not melody.
Made a few changes based on recommendations; things left unchanged are due to following patterns and shapes.
For example, 01:14:650 (6,7) - stays since 01:14:077 (3,4,5,6,7,1) - makes a regular hexagon and I feel the way the slider kicks back from (7) is nice.

Bobo wrote:

[Astraea]


00:13:695 - I'd end the spinner here. //repetition
00:31:848 (2,1) - These are placed too close together imo
00:56:689 (1,1) - I'd make this all one combo.
00:58:217 (1,1) - ^
01:26:498 (1,2,3,4) - I'm not too fond of the spacing, I'd stack them.
Rearranged notes, changed combos.

Bobo wrote:

[Nymph]

00:06:243 (4) - I'd move the slider point down so it makes more of a 'u' shape rather than an 'n' shape, if you know what I mean.

Hmm... That's about all I can point out.
Good luck!
u're right - oh god that was so lame



Thanks for your mod :3
Sync
General

Ikaros
00:07:771 (3) - As a general rule of thumb, combos should 99.99% of the time (with few exceptions like combospam) follow the music, not patterns. Right here, the music is screaming out "New combo, cunt!". Yeah, and it's a downbeat.

00:18:472 (1,2,3) - The placement of beats (on the timeline) is pretty weird right here. The slider is totally misplaced. If you want to be cool and follow the music, have a slider the same length of (3) be where (1) is (00:18:472) to follow the guitar melody that YOU SEEM TO BE FOLLOWING (but aren't really). Oh, and you did it correctly here if you're in need of a reference: 00:21:529 (7).

00:21:529 (7) - Add a new combo here to be consistent with the rest of your combo placements. (and it fits)

01:26:498 (1,2,3,4) - Fuck, these are anti-climatic as hell. Spread these out a little bit at least so they don't overlap. :<

Astrea
-- AR+1, definitely. The fast-pace of the song and the amount of objects that can bee seen on the screen at once are overwhelming even for an easy-hard.

00:07:771 (3) - Remember what I said about the insane? You know, about how the music was screaming "New combo, cunt!"? Same thing here.

00:20:001 (3) - Up until now, you've had a new combo every two stanzas and it just kind of stops here. I'd add a new combo or fiddle with them to fit every four stanzas like you are doing here.

00:50:574 (1) - Definitely not a fan of this slider velocity change. It plays pretty awkward and the sliders are unrecognizable zig-zaggy shapes to add hurt to injury. I'd change it back to .80. It shouldn't take too much work and I feel pretty strongly about this so you should do it. So yeah, you should keep it at 80% until 01:02:803 (1). It fits well there and is predictable.

Nymph
-- This difficulty feels butchered to fit the "under 3 stars" requirement. If you apply my mods and it ends up being over 3 stars, then the only way to fix this would to make a whole new difficulty easier than this one. This plays more like a normal (that tried to be an easy last minute) anyways.

00:00:892 (1) - Starting at 00:01:657 is pretty awkward. I expected there to be something here. Alas, there wasn't. Add a 1-beat slider starting here to follow the vocals.

00:10:829 (3,4) - These two sliders aren't following much of anything. They should be changed. Shorten (3) by 1 tick; remove (4); add a hit-circle at 00:11:975; and finally, add a slider at 00:12:166 that extends until 00:12:740. I know this is trickier than your previous patterns, but this difficulty is pretty hard for the easiest difficulty to begin with. Also, I find that this way represents the music in a better fashion. Timeline Reference

00:26:498 (1) - You definitely need some sort of beat here. Add a hit circle so it doesn't feel so weird

00:29:555 (6) - ^ Also, add a new combo and remove the one at 00:29:937 (1) to fit your current combo pattern.

00:32:612 (6) - ^

00:35:670 (5) - ^

00:36:052 (2) - This slider is soooooo awkward with that note stacked under it coming out of nowhere. Quite frankly, it doesn't make any sense. With that being said, remove the hit-circle at 00:37:389 and just make this slider repeat once.

00:38:727 (3) - Just like before, you need to add a beat here. Add a combo, remove the next one, etc.

00:41:784 (6) - ^

00:42:166 (2,3,4) - This pattern isn't very readable. Simplify it or else new players will have a very hard time reading it.

00:44:842 (6) - Just like before, you need to add a beat here. Add a combo, remove the next one, etc.

00:47:899 (5) - ^

00:56:689 (1,2) - I'd simplify this a bit by making these two hit circles into a slider. Players at this level won't be able to read downbeat->upbeat very easily, especially considering they are stacked.

00:58:217 (1,2) - ^

01:02:803 (3) - Add a new combo, seeing as a kiai starts here and the transition in the music definitely calls for it.

01:13:504 (2) - Space this further away from the slider. It's at like... half the normal spacing you've been using.

01:27:644 (1) - The spinner lasts longer than the music itself ;_; end it at 01:28:791.

Oh man, this easy feels butchered to hell. It needs a lot of work. Other than the spread being pretty bad, the other two maps are pretty good and despite the easy this has been my shortest mod in awhile now. Good luck.
popner
Hi ~ Mod request from My Queue. Soooorry for late mod.

Just suggestions:

[Ikaros]

00:08:536 (5) - remove clap?
00:09:300 (7) - ^
00:10:064 (9) - ^
[...]
00:36:052 (3) - 255,176 move to 256,176 o.o
01:25:542 (6) - add a white point at 256,140 to make it looks better: http://puu.sh/ma8b

[Nymph]

00:10:829 (3,4) - make them symmetry
00:24:587 (1,2,3,4,5) - make a pentagon or star?
00:53:631 (1,2) - they do not match so well
01:11:975 (1) - remove whistle on head

[Astraea]

00:07:771 (3,4,5,1,2,3,4,5......) - remove some claps, like [Ikaros]
00:32:612 (1,2) - ds, also overlap looks bad

That's all I can find. GL~
Topic Starter
those

Sync wrote:

Ikaros
00:07:771 (3) - As a general rule of thumb, combos should 99.99% of the time (with few exceptions like combospam) follow the music, not patterns. Right here, the music is screaming out "New combo, cunt!". Yeah, and it's a downbeat.

00:18:472 (1,2,3) - The placement of beats (on the timeline) is pretty weird right here. The slider is totally misplaced. If you want to be cool and follow the music, have a slider the same length of (3) be where (1) is (00:18:472) to follow the guitar melody that YOU SEEM TO BE FOLLOWING (but aren't really). Oh, and you did it correctly here if you're in need of a reference: 00:21:529 (7).

00:21:529 (7) - Add a new combo here to be consistent with the rest of your combo placements. (and it fits)

01:26:498 (1,2,3,4) - Fuck, these are anti-climatic as hell. Spread these out a little bit at least so they don't overlap. :<
Done as outlined above.

Sync wrote:

Astrea
-- AR+1, definitely. The fast-pace of the song and the amount of objects that can bee seen on the screen at once are overwhelming even for an easy-hard.

00:07:771 (3) - Remember what I said about the insane? You know, about how the music was screaming "New combo, cunt!"? Same thing here.

00:20:001 (3) - Up until now, you've had a new combo every two stanzas and it just kind of stops here. I'd add a new combo or fiddle with them to fit every four stanzas like you are doing here.

00:50:574 (1) - Definitely not a fan of this slider velocity change. It plays pretty awkward and the sliders are unrecognizable zig-zaggy shapes to add hurt to injury. I'd change it back to .80. It shouldn't take too much work and I feel pretty strongly about this so you should do it. So yeah, you should keep it at 80% until 01:02:803 (1). It fits well there and is predictable.

Sync wrote:

Nymph
-- This difficulty feels butchered to fit the "under 3 stars" requirement. If you apply my mods and it ends up being over 3 stars, then the only way to fix this would to make a whole new difficulty easier than this one. This plays more like a normal (that tried to be an easy last minute) anyways.

00:00:892 (1) - Starting at 00:01:657 is pretty awkward. I expected there to be something here. Alas, there wasn't. Add a 1-beat slider starting here to follow the vocals.

00:10:829 (3,4) - These two sliders aren't following much of anything. They should be changed. Shorten (3) by 1 tick; remove (4); add a hit-circle at 00:11:975; and finally, add a slider at 00:12:166 that extends until 00:12:740. I know this is trickier than your previous patterns, but this difficulty is pretty hard for the easiest difficulty to begin with. Also, I find that this way represents the music in a better fashion. Timeline Reference

00:26:498 (1) - You definitely need some sort of beat here. Add a hit circle so it doesn't feel so weird

00:29:555 (6) - ^ Also, add a new combo and remove the one at 00:29:937 (1) to fit your current combo pattern.

00:32:612 (6) - ^

00:35:670 (5) - ^

00:36:052 (2) - This slider is soooooo awkward with that note stacked under it coming out of nowhere. Quite frankly, it doesn't make any sense. With that being said, remove the hit-circle at 00:37:389 and just make this slider repeat once.

00:38:727 (3) - Just like before, you need to add a beat here. Add a combo, remove the next one, etc.

00:41:784 (6) - ^

00:42:166 (2,3,4) - This pattern isn't very readable. Simplify it or else new players will have a very hard time reading it.

00:44:842 (6) - Just like before, you need to add a beat here. Add a combo, remove the next one, etc.

00:47:899 (5) - ^

00:56:689 (1,2) - I'd simplify this a bit by making these two hit circles into a slider. Players at this level won't be able to read downbeat->upbeat very easily, especially considering they are stacked.

00:58:217 (1,2) - ^

01:02:803 (3) - Add a new combo, seeing as a kiai starts here and the transition in the music definitely calls for it.

01:13:504 (2) - Space this further away from the slider. It's at like... half the normal spacing you've been using.

01:27:644 (1) - The spinner lasts longer than the music itself ;_; end it at 01:28:791.

Oh man, this easy feels butchered to hell. It needs a lot of work. Other than the spread being pretty bad, the other two maps are pretty good and despite the easy this has been my shortest mod in awhile now. Good luck.
I rearranged many of the notes, added needed notes, added new combos, and the game still rounds it down to 3 stars. You're definitely correct; this difficulty was somehow nearly 4 star rating so I simply took out notes to decrease it. Won't do that again.

Thanks for your mod :3

popner wrote:

Hi ~ Mod request from My Queue. Soooorry for late mod.

Just suggestions:

[Ikaros]

00:08:536 (5) - remove clap?
00:09:300 (7) - ^
00:10:064 (9) - ^
[...]
00:36:052 (3) - 255,176 move to 256,176 o.o
01:25:542 (6) - add a white point at 256,140 to make it looks better: http://puu.sh/ma8b

[Nymph]

00:10:829 (3,4) - make them symmetry
00:24:587 (1,2,3,4,5) - make a pentagon or star?
00:53:631 (1,2) - they do not match so well
01:11:975 (1) - remove whistle on head

[Astraea]

00:07:771 (3,4,5,1,2,3,4,5......) - remove some claps, like [Ikaros]
00:32:612 (1,2) - ds, also overlap looks bad

That's all I can find. GL~
Made some changes based on suggestions. White point added to 01:25:542 (6) - (and corresponding one in the beginning) and now it looks better.

Thanks for your mod :3
Jebok_old
Hello :)

  • Nymph:
  1. 00:11:211 (3) - A whistle sound here
  2. 00:11:975 (4) - here
  3. 0012:740 (5) - and here? :)
  4. 00:36:816 (1) - Make it louder at this point for 1/1 and make it a clap or a whistle
  5. 00:37:771 (1) - ^
  6. 00:56:689 (1,1,1,2,3,4,5) - Turn it horizontally (CTRL+ H), distance snap, then distance snap the fallowing slider, turn the next combo horizontally + distance snap... should look like this:
    1. 01:23:440 (1) - No new combo
    • Astraea:
    1. 00:23:058 (1,2,3) - Ctrl + H then the next combo distance snap so its where 00:26:498 note is. Snap the (1)s together
    2. 00:37:007 (3) - Like for Nymph: make it louder at this point for 1/1 and make it a clap or a whistle
    3. 00:37:771 (4) - ^
    4. 01:05:861 (3) - Whistle here
    5. 01:11:975 (3) - ^
    • Ikaros:
    1. 00:29:937 (2,3) - The fact that (2) could be the slider is making this unrankable, double check with a BAT/MAT if unsure.
    2. 00:32:994 (2,3) - ^
    3. 00:37:007 (3) - Like for Nymph and Astraea: make it louder at this point for 1/1 and make it a clap or a whistle
    4. 00:37:771 (4) - ^
    5. 01:16:370 (4) - Ugly slider in a ugly space, turn it horizontally and do it like in Delicious Slider Guide? This one is very obiously ugly, but u should use the guide for all slider, lets don't be lazy..
    1. 01:18:090 (5) - New combo here?
    2. 01:26:498 (1,2,3,4) - Like this:
    I like the sunshine in the corner, nice map ;)
Topic Starter
those
No quote button, what.
Made appropriate changes to the map based on suggestions. The http://puu.sh/mjrq was a big help.
Thanks for the mod :3
SuperMIC
Request. Yay for the map, yay for the SB. Yay everything. :3

---

[Nymph]

00:36:052 (1) - Finish here instead of whistle?
00:44:842 (1) - I don't like the look of this since it's under (4). Perhaps move it to the right of (5) instead?
00:53:631 (1,2) - Make this blanket better. >w<~
00:56:689 (1,1) - I want some kind of hitsound on both of these...
01:20:383 (1) - Sounds awkward with a clap on front. Maybe reverse the order of the hitsounds? (Whistle on start, clap on end)
01:22:676 (1) - ^

[Astraea]

00:10:829 (5,1) - This stack was hard to read for me. I'd prefer it not stacked. :/
01:09:491 (2) - This overlap looks ugly IMO.
01:18:090 (3,4) - ^

[Ikaros]

00:05:287 (4) - Le Nazi (fine to ignore): Grid snap off for exact stacking? :3
00:29:173 (8) - ^
00:50:574 (1,2,3,4,5,6,7) - Might be a bit hard to read. I suggest makingthe angles the circles are rotated at greater?
00:53:631 (1,2,3,4,5,6,7) - ^
00:56:498 (14) - Would be a bit misleading putting this under (12). I suggest putting it under (9), but then you'd have to re-snap some things after it. >_<
01:01:466 (9,10) - I wouldn't recommend doing this right after an equally-spaced stream, lol.

---

This is a great map! GL! :D
Topic Starter
those

SuperMICrophone wrote:

Request. Yay for the map, yay for the SB. Yay everything. :3

---

[Nymph]

00:36:052 (1) - Finish here instead of whistle? Fixed.
00:44:842 (1) - I don't like the look of this since it's under (4). Perhaps move it to the right of (5) instead? Yup.
00:53:631 (1,2) - Make this blanket better. >w<~ Edited the end; how much better do you want it ;-;
00:56:689 (1,1) - I want some kind of hitsound on both of these... Done
01:20:383 (1) - Sounds awkward with a clap on front. Maybe reverse the order of the hitsounds? (Whistle on start, clap on end)
01:22:676 (1) - ^ Done

[Astraea]

00:10:829 (5,1) - This stack was hard to read for me. I'd prefer it not stacked. :/ Moved to the other side.
01:09:491 (2) - This overlap looks ugly IMO.
01:18:090 (3,4) - ^ Yeah, rearranged to look better

[Ikaros]

00:05:287 (4) - Le Nazi (fine to ignore): Grid snap off for exact stacking? :3
00:29:173 (8) - ^ It's close enough, thanks though.
00:50:574 (1,2,3,4,5,6,7) - Might be a bit hard to read. I suggest makingthe angles the circles are rotated at greater?
00:53:631 (1,2,3,4,5,6,7) - ^ At this point the circle is just over 50% covered by the previous one, which is 1.5 beats before. Should be fine.
00:56:498 (14) - Would be a bit misleading putting this under (12). I suggest putting it under (9), but then you'd have to re-snap some things after it. >_< 00:53:058 (12,13) - the (13) goes under the (11), yet you didn't say anything about that P: Also, (12) to (13) is the same distance as (13) to (1).
01:01:466 (9,10) - I wouldn't recommend doing this right after an equally-spaced stream, lol. It's been a recommendation to stack, but this still plays fine.

---

This is a great map! GL! :D
Thanks for the mod :3
Jenny
I shot a star because I like that guy who uploaded this and want him to mod my map hueahueahueaheuaehauheahea
-Napoleon-
Yay Mod for you! :)

..::NYMPH::..
00:10:829 - Hitsound Whistle
00:11:211 - Delete Hitsound Whistle
00:11:593 - Add Hitsound Clap

..::ASTRAEA::..
00:46:370 - 2 grinds down
01:21:147 - 3,5/4 of that slider is out of grind
If this is a normal it isn't snapped correctly

..::IKAROS::..
Nothing Bad

..::TAIKO ONI::..
Sory I don't mod Taikos
YodaSnipe
ily those.

I mean...

good map... seriously.
Kawayi Rika
Hi ~ those ~ :)

Mod time for #modreqs ~

Red : Must be fixed
Pink : Should be fixed
Purple : Just suggestions

[General]


  1. Don't forgot Remove OSB file and full submit.

[Ikaros]


  1. 00:23:822 (1,2,3,4) - Try like this rhythm,sound much better.
  2. 00:36:625 (5) - Add new combo,vocal and jump to here.
  3. 00:49:427 (3) - Remove this note,sound much better.
  4. 00:51:147 (4) - Add new combo,confused with play.
  5. 00:52:485 (9) - ^
  6. 00:54:205 (4) - ^
  7. 00:55:542 (9) - ^

[Astraea]


  1. 00:07:771 - Remove clap and Add finish.
  2. 00:26:115 - Add finish.
  3. 01:01:657 - ^
  4. 01:05:861 - Add whistle.
  5. 01:18:090 - ^

[Nymph]


  1. AR+1 much better play with me.
  2. 00:17:135 - Remove too short break time.

That's all ~

Good luck ~
Topic Starter
those
Thanks for the mod, Kawayi Rika. Made adequate changes based on mods. :3
Hinsvar
Hi there. Let's mod now 8-)

*Note: Gold ones are a must-do. Everything in red are things that look awkward to me (subjective suggestions; you can follow my lead here or not); everything else are rants and minor suggestions to make things look cooler.

>General
  1. Everything looks fine on the block. To the diffs.
>Nymph
  1. 00:17:135 - Add a break?
  2. 00:44:842 (1,2) - Move (1) to (448,84) and Ctrl+H (2) + place it at (392,140)? It will look like this.
>Ikaros
  1. 00:26:880 (2) - I thought this is the start of the next slider. A bit confusing, IMO.
  2. 00:29:937 (2) - ^
  3. 00:32:994 (2) - ^
Astraea is fine.

'kay, maybe just that. Beatmap's pretty nice. Good job.

Good luck on the way 8-)
Topic Starter
those
Hi there. Let's mod now 8-)

*Note: Gold ones are a must-do. Everything in red are things that look awkward to me (subjective suggestions; you can follow my lead here or not); everything else are rants and minor suggestions to make things look cooler.

>General
  1. Everything looks fine on the block. To the diffs.
Woot \:D/

>Nymph
  1. 00:17:135 - Add a break? Suggested to be taken out by previous mod, and I didn't see a need for a break after reconsidering.
  2. 00:44:842 (1,2) - Move (1) to (448,84) and Ctrl+H (2) + place it at (392,140)? It will look like this. Works great, thanks.
>Ikaros
  1. 00:26:880 (2) - I thought this is the start of the next slider. A bit confusing, IMO.
  2. 00:29:937 (2) - ^
  3. 00:32:994 (2) - ^ AR is definitely high enough for one to distinguish. Been suggested before, but if it's not unrankable, it's staying.
Astraea is fine. :3

'kay, maybe just that. Beatmap's pretty nice. Good job.

Good luck on the way 8-)

Thanks for the mod :3
Agnes
[General]

Recheckin'. Beuchi-chan told me that you have checked in with the storyboard and it checks out!

[Nymph]

Nothing to poke at.

[Astraea]

00:29:555 (1,2,1,2) - Should adjust these to be symmetrical over the Y-Axis.
01:21:147 (3,4) - Bring this down a bit? Gets under the HP bar a bit.


[Ikaros]

00:12:166 (8) - These red anchors... You may need to reshape this without the red anchors on the slider.
00:20:956 (4,5,6) - Adjust the six a bit? Like so.
00:26:880 (2,3) - I may need to speak to you in game to take care of patterns like this. It's not unrankable, but some people may not rank it the way it is with sliderend overlaps like this. We'll get something worked out.

Poke at me. =3=

EDIT: Got fixed. Bubbled. =w=b
Bobo_old
YEEEEEA
jonmaku_025
yoh nice map those, I'm looking forward for this map to get ranked. If you want a background video just pm me on irc or here. :D

GOODLUCK
Topic Starter
those

jonmaku_025 wrote:

yoh nice map those, I'm looking forward for this map to get ranked. If you want a background video just pm me on irc or here. :D

GOODLUCK
I have the video, but decided against putting it since I wanted to try storyboarding instead.
jonmaku_025

those wrote:

I have the video, but decided against putting it since I wanted to try storyboarding instead.
lol I'll just look forward now to get this ranked ^^
lolcubes
Alright, lets take a look at this!
Quite an odd song name, however I checked around a bit and indeed it seems correct lol.

[General]
General Hitsounding: Good job improvising, it sounds nice, but it still sounds rather bland, for example, you used soft set at the calm parts (which is excellent), but when the epic part of the song kicks in, you still have a soft hitsound set, just with higher volume. I find that quite a turnoff. Consider using normal hitsounds at some points as well, it would add to the dynamics and give off a better feel of the song. Also I think the volume changes are too drastic, they shouldn't be double the value on consecutive timing sections. What I mean by this, is that a change from 40% to 80% is too sudden and sometimes a bit startling. You should make it noticable, yet subtle. I see you used 25%, 40% and 80%, try using 35%, 50% and 70%, the changes would still be there, they just wouldn't be that sudden. (Use lesser values for normal hitsounds though, like 60%).

[Ikaros]
Difficulty Settings: AR -1. AR9 really doesn't fit here, and AR8 is just fast enough so everything is readable (even the overlaps). Also the song is too calm for AR9. I would actually suggest OD7 as well because the song doesn't give off a "hard" feeling to me, but OD8 isn't bad either, your pick.

00:01:657 (3) - Whistle at the start? It seems a bit bland without any hitsounds here, and emphasizing the vocals sounds nice. This also applies to 00:04:714 (3).

00:12:931 (1) - This spinner ending where it does now sounds awfully wrong. You should totally end it at 00:13:695. Additionally, the volume change to make the finish more quiet goes against what that finish should present, and that is a "heavy note" how I like to call it, which is located at 00:13:695 and not where it is now, so you should remove the volume changes as well. If you think the spinner is too short, try mapping the melody/vocals instead, just like you did at the end.

00:22:580 (x) - I expected a note here, since you used it at 00:16:466 (5) to follow the drum. I would suggest adding a note here to make it sound better and more consistent.

00:23:822 (1,2,3,4) - Just gonna leave a comment on these. I don't like them, because they go against a more interesting rhythm to me(the melody of the guitar). Also they are stacked at the slider end, and that stacking seems a bit random to me. If you really want to keep your notes, I highly suggest to remove the new combo on that 1, use lesser spacing on 00:23:058 (1,2) and keep the spacing consistent throughout the combo, without stacking anything. Feels much better if you ask me.

00:27:453 (4,5,6,7) - This spacing is super awkward. Antijumps like this are bad if you ask me. They break the flow and seem rather dull, I would be much happier if you made jumps out of these notes. This goes for all notes made in this way.

00:29:555 (1,2,3,4,5,6,7,8) - Just a suggestion regarding this whole combo, to make it more interesting, you should decrease the spacing a bit throughout the whole combo, because that would give off a feeling of an echo of the first vocal (the 2nd vocal). That is, after removing those really awkward antijumps. Especially since you used lower volume here.

00:36:625 (1) - This new combo is bad because it breaks consistency for no reason (take a look at 00:33:568 (4) for example, you didn't use it there). The next problem is, while 00:37:007 (2,3) follow the vocals, they miss out on a really good part of the music, which you only mapped half of (I am talking about 00:37:771 (1,2,3,4) here). What you should do here is put a new combo on 00:37:007 (2) instead, and map the synth instead. This also means a removal of the new combo at 00:37:771 (1).
^ Just an example of the timeline how I think it would sound much better. Also consider using a normal hitsound set for those, makes it much more dynamic. (actually you did this at 00:49:045 (1,2), and that's so much better in comparison)

00:51:147 (1) - You really don't need this new combo. You should move it to 00:51:912 (5) to follow the music better, and also remove it from the next note. Same applies to 00:54:205 (1) for the same reason.

00:53:440 (6) - This should be a new combo, not 00:53:631 (1).

01:01:848 (1) - While this spinner is okay, I don't like it. There are a few distinct notes in the music(the vocals) which, if mapped, would be a far better solution if you ask me. You could, for example, make that each note has higher volume than the previous one for an even more dramatic feel.

01:13:313 (11,1,2,3) - I think these 4 notes would belong in the same combo. So use a new combo on 11 and remove it from 1. Also put a new combo at 01:14:268 (4) in that case, cause it starts a new vocal section. The spacing and patterns might have to change a little to accustom this, but I believe that follows the music much better and is a good change.

01:18:281 (6) - I think you should remove this note and reposition the combo a little to fix any possible spacing errors. It doesn't follow the music nicely and makes the rhythm here pretty boring, cause it doesn't exist where you used sliders at 01:15:033 (1).

01:24:969 (1,2,3,4,5,6) - An overmapped stream. :( Only the notes 5 and 6 follow the music. Consider changing this to follow the music better, i.e. remove notes 2 and 4.

01:25:542 (7,8,1,2,3,4) - I strongly disagree with this comboing. You should totally put a new combo on 7, remove it from 1 and put it on 2 instead. Like that it follows the music so much better.



[Astraea]
Just wondering, but, why use Ikaros picture here? Maybe try finding a good Astraea picture? If you need help with it, let me know and I can help you find one I guess.

00:01:657 (3) - Same suggestion like in the Ikaros diff, try using a soft whistle at the start here for same reasons. Same applies to other spots mentioned there as well.

00:12:931 (1) - Yeah this spinner as well. Should totally end it sooner. However, it could be a bit hard to complete nicely and would seem a bit sudden, so I would prefer if you change it to the thing I suggested in Ikaros diff for the same spinner.

00:15:415 (1) - This new combo is totally unnecessary. Remove it.

00:16:943 (1,2,1,2,1,2,1,2,3) - This whole section is rather boring. No offense, but this is a hard diff, you shouldn't spam 1/1 rhythm here. Try following the melody, it would work much better. Also avoid stuff like 00:20:001 (1,2), while they are readable, they aren't really expected because the music doesn't exactly call for things like that, making them quite unintuitive.

00:26:498 (1, etc) - A continuation of 1/1 spam, please no. :(

00:37:007 - Among all those 1/1 spam, you should definitely map the synth here, it's too good to miss.

00:50:574 - Finally, the 1/1 spam ends. you spammed 1/1 for 34 seconds almost, man you should definitely change this. :S
Also long sliders like this, well I suppose they are okay, especially if you decide to follow the melody until this point, but I think it's a bit easy for a hard diff. So far, this diff looks like a normal diff with awfully wrong difficulty settings and a fast SV.

00:56:689 (1,1,1,1) - Yeah, well I don't like this at all. You ignored pretty much anything interesting in the song.
Try something like this.

00:59:746 (1,2,3,4,5,6,7) - This sounds awfully wrong to me. You follow the vocal, then you stop for whatever reason, then you continue, however the way you mapped it is a complete mess. Try this. This follows the music quite well and sounds rather nice.

01:05:096 (1,2,3) - More 1/1 :/, map the vocals please (add notes 01:05:287, 01:05:670, etc).

01:07:198 (1,2) - This new combo should be on the note 2, not 1. In addition, you should map the vocals like I suggested above. I will stop suggesting this for now, it should be obvious by now. :)

01:14:268 (5,1) - 5 should have a new combo for consistency reasons, not 1.

01:23:440 - Just pointing out this section that this is how this whole section should look like (not exactly like this, cause if you only use this, it would be boring, but I mean the density of notes used on the timeline).



[Nymph]
That doesn't look like Nymph to me, on the background pic. Same thing as the above diff. :)

00:00:892 (1) - You don't have this clap in other diffs, probably best to remove it.

00:13:886 (1) - This spinner should start at 00:13:695 cause of the music. The end seems ok. However, after the spinner, that big unmapped space is too big if you ask me, try adding notes at 00:17:708, 00:18:472, and 00:19:236. It would preserve the rhythm for a normal-like diff and it would make it less boring too.

00:24:587 (1,2,3,4,5) - Noone says that normal diffs have to be 1/1 spam. Feel free to follow the music. Look here.

00:32:230 (5) - Stacking like this is unfitting for a diff like this. While you did spam 1/1 everywhere, the problem is, it's not really intuitive and new players could click it too early. Should definitely unstack this. This applies too all stacks like this.

00:36:052 (1) - Hm, well, keep it if you wish, but I would prefer if you split the vocal from the melody/rhythm instead of putting all those in one object which ignores most of the music and doesn't exactly map it that well either. The arrow of the slider is quite okay and it has impact (which is good), but the starting point bugged me a bit. Ending point bugs me a bit too, since I find the note at 00:37:771 far more important than where the slider currently ends. Doing something like this would make it sound much better. Feel free to adjust the usage of hitobjects here, it's just an example of the timeline.

00:58:217 (1) - This new combo is totally unnecessary, best would be to remove it.

01:01:275 (5) - This note is really bad! Goes against the music in every way. Try using a slider like this. Sounds so much better.

01:02:039 (1,2) - How about removing these? Removing them would make the player focus to the music, also I think it would bring some sort of an impact to the map as well.

01:13:504 (2) - This note should be located on 01:13:313 to follow the music. Sounds so much better.

01:25:733 (5) - Similarly to the above case at 01:01:275 (5), try the same thing here.

01:26:498 (1,2,3) - These go against the music as well, the vocal is located on red ticks. Try this. Nothing too hard for a normal, follows the music nicely and sounds really good.

01:27:644 (1) - Start it at 01:27:262 instead.



[Taiko Oni]
Overall this looks like a buffed up muzukashii to me. Very simple rhythms and pretty short streams, getting progressively harder near the end.

Use tickrate 1.

00:06:243 (1) - I don't like this spinner, looks off to me for some reason. I suggest to map some notes here instead. If you really want to keep it, make it end at 00:07:580 instead.

00:55:733 - Add a d?

00:56:020 - Add a k?

01:01:848 (1) - End it at 01:02:612.

01:10:256 (44) - Change to D? Seeing as you love finishes.

01:28:026 - Why not have a spinner end? Just wondering.



All in all a pretty solid mapset, you're on the right track. We should talk in game once you see me, cause I think I can give you some nice suggestions overall, it's a bit hard to explain on "paper" like this. I'm not gonna lie that the map could use some little improvements, but don't worry I won't abandon you haha. :)

Oh you should totally try to squeeze in another taiko mod or two, maybe someone suggests you some rhythms which are more fitting for an Oni diff. I am not a good taiko player so Oni diffs are slightly out of my reach so I can't do it myself, but I think that such thing is possible for your mapset (making it a bit harder yet not destroying your concept of the map).

Quite a long post and I don't like this new format, so pardon the slightly inconvenient to read format, I will have to think of something for future mods. ><
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