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Shuhei Kita - Soul Phrase

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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
blissfulyoshi
Over 2 months ago you sent a pm for me to mod this.... I am very sorry it took me this long to fianlly get to this, but I am here now. Let us start modding then.

I am guessing the sb is still incomplete.
The gray hitcircle overlay combined with the transparency, makes things really hard to see, so I highly advise you change the color for visibility.

Orpheus:
Normal:
00:16:308 (1) - why is this not stacked on the start of 00:14:604 (2)? It looks better stacked imo
00:38:126 (1,2,3) - the slow approach rate combined with the hitbursts overlap made this area hard to read for an easy imo
00:57:047 (2,3) - the change in what drums you were following was really surprising, personally, it didn't fit as well as just placing something on 00:57:217

Combo:
Before 00:21:592 (1) - The combos before this first spinner don't really have a defined pattern (well there is a pattern of a new combo every 2 large white ticks at the end of it), but you could you propagate the pattern throughout the whole intro?
01:23:808 (1,3) - To fit your pattern of following the lyrics, I recommend you remove 1's new combo and add a new combo to 3 (if you are doing this for visibility, just add a new combo to 3

Orthrus:
Normal:
00:08:808 (8,1) - the overlap here looks terrible imo, I would probably just stack 1 and 8's end

Thanatos:
00:05:058 (5,1) - overlaps like this aren't great to look at imo (just pointing out 1 example for now, but there are quite a few more in the map)

Nyx Taiko: fine

Asura:
I have to agree with ziin here, the hitsounds in this diff sound a lot worse than the hitsounds in the other diffs, so I do recommend getting some help and fixing it.
00:00:967 (2) - unsnapped slider end (if you need proof):
00:01:649 (1,2,3) - This felt really weird to play with fast slider but very little mouse movement
00:05:910 (3) - plays a little better if you have the end be stacked on top of 4 (removes the antijump)
00:12:217 (1,2) - to prevent some of the overlap, horizontally flip this (I would personally recommend trying to aim for a newater pattern altogether like stacking the ends of 1 and 6)
00:46:308 (2,3,4) - since 1 is not stacked on top of these notes, the stack looks a little strange
The spacing in the chorus felt sporadic to me, but I hope that is just me...

Orpheus Telos:
The spacing + AR + hard to read circles make this difficulty annoying to play imo. Oh well, it is not my job to change mapper's styles, so I doubt I will bubble this map in the future unless enough changes.
00:59:604 (1,2) - I found it unintuitive to have a stack in the middle of all these jumps
01:28:581 (1,2,3) - It felt really weird to have the ending of the map to be this set of antijumps when the music doesn't really suggest it imo and there were a few jumps right before this point

====================
I think the hard to see hitcircles are really starting to get to me, since I had problems reading a lot of the difficulties, making me like the mapset even less. Oh well, I'll leave you to decide what to change while you finish the sb. If you want me to remod, just contact me and I will try to get to it... (you know how this goes xD) Sorry again for taking so long and good luck.
Topic Starter
HakuNoKaemi
The gray hitcircle overlay combined with the transparency, makes things really hard to see, so I highly advise you change the color for visibility.
I'm miopic (it's written like this I guess), and I can see the circle pretty good in an ultra small screenshot from an like one meter of distance and more.

So I'm suggesting you a good eyes visit to see if you need eyeglasses.
Yes, i'm really rude.

Orpheus:
Normal:
00:16:308 (1) - why is this not stacked on the start of 00:14:604 (2)? It looks better stacked imo
00:38:126 (1,2,3) - the slow approach rate combined with the hitbursts overlap made this area hard to read for an easy imo
00:57:047 (2,3) - the change in what drums you were following was really surprising, personally, it didn't fit as well as just placing something on 00:57:217

Combo:
Before 00:21:592 (1) - The combos before this first spinner don't really have a defined pattern (well there is a pattern of a new combo every 2 large white ticks at the end of it), but you could you propagate the pattern throughout the whole intro?
01:23:808 (1,3) - To fit your pattern of following the lyrics, I recommend you remove 1's new combo and add a new combo to 3 (if you are doing this for visibility, just add a new combo to 3
Responses:

00:16:308 (1) - Let's make an antijump to just make it stacked, when i have a nice stacking effect too.
00:38:126 (1,2,3) - It's seeable, buy glasses and/or use a screen that's larger than an Old DS
00:57:047 (2,3) - I guess you're saying it was more followable wi- NO, try to play it at least or try to see why I done that ( and I did simply jump some drums because : It is an Easy, It should be less than <3 stars and I'm pretty much at the borderline, it sound right if you really listen to the music

Before 00:21:592 (1) - Change NC assigning ( everytime the guitar notes at the start repeat )
01:23:808 (1,3) - did

won't bother Thanatos mod, neither refer the Orthrus to Armin.

Orpheus Telos:
The spacing + AR + hard to read circles make this difficulty annoying to play imo. Oh well, it is not my job to change mapper's styles, so I doubt I will bubble this map in the future unless enough changes.
00:59:604 (1,2) - I found it unintuitive to have a stack in the middle of all these jumps
01:28:581 (1,2,3) - It felt really weird to have the ending of the map to be this set of antijumps when the music doesn't really suggest it imo and there were a few jumps right before this point
Explain.
You mean "AR is low" or "high" in that case? Btw, same suggestion for you as before

00:59:604 (1,2) - There are pretty much some reasons you didn't find. One of them is " I got no voice there, so I can't discern a change of pitch and neither do a jump-art with those premises
01:28:581 (1,2,3) - Most reasons are the same.
Topic Starter
HakuNoKaemi
[quote="blissfulyoshi"]
Asura:
I have to agree with ziin here, the hitsounds in this diff sound a lot worse than the hitsounds in the other diffs, so I do recommend getting some help and fixing it.
00:00:967 (2) - unsnapped slider end (if you need proof): (arleady had done it before reading...)
00:01:649 (1,2,3) - This felt really weird to play with fast slider but very little mouse movement
00:05:910 (3) - plays a little better if you have the end be stacked on top of 4 (removes the antijump) (modded in a mod before)
00:12:217 (1,2) - to prevent some of the overlap, horizontally flip this (I would personally recommend trying to aim for a newater pattern altogether like stacking the ends of 1 and 6)
00:46:308 (2,3,4) - since 1 is not stacked on top of these notes, the stack looks a little strange (modded before)
The spacing in the chorus felt sporadic to me, but I hope that is just me...

Got the autorization to mod _Kiva's guest ...
-kevincela-
Hi/Ciao~

[Orpheus]


  1. 00:38:126 (1,2,3) - Questo antijump potrebbe sembrare difficilotto ai beginner,seppur ci stia. Sta a te vedere se modificarlo o no.
  2. 01:14:945 (3) - Spacing
  3. 01:19:377 (3) - 1 grid in su,per renderlo equidistante con la nota 2 e lo spinner 1

[Orthrus]


  1. Perchè non spostare il timeline verde di 00:28:496 - direttamente su 00:28:581 (6) - ?

[Thanatos]


  1. 00:23:126 (1) - Spostare la new combo su 00:23:808 (2) - ?
  2. 00:35:058 (3,4) - 2 grid sotto,per metterli done lo slider 1 era finito?
  3. 01:29:603 (6,7) - CTRL+R?

[Asura]


  1. 00:16:479 (1) - Remove new combo?
  2. 00:42:217 (1,2,3,4) - When I first played this,I was confused on this part,because of the speed up of the slider 3 after the slowdown of the slider 1. But maybe it's only me..
  3. 01:12:899 (3,4) - Make them like this?
  4. 01:24:490 (1) - Remove new combo?
  5. 01:25:854 (4) - Add new combo?

[Orpheus Telos]


  1. 00:08:808 (6) - 1 grid a destra?
  2. 00:56:195 (3) - Magari potresti flipparli verticalmente

Credo sia tutto. Grazie comunque della mod,domani provvederò a fixare tutto ^^
Topic Starter
HakuNoKaemi

-kevincela- wrote:

Hi/Ciao~

[Orpheus]


  1. 00:38:126 (1,2,3) - Questo antijump potrebbe sembrare difficilotto ai beginner,seppur ci stia. Sta a te vedere se modificarlo o no.
  2. 01:14:945 (3) - Spacing
  3. 01:19:377 (3) - 1 grid in su,per renderlo equidistante con la nota 2 e lo spinner 1

[Orthrus]


  1. Perchè non spostare il timeline verde di 00:28:496 - direttamente su 00:28:581 (6) - ?[/*:m:8e543]

[Thanatos]


  1. 00:23:126 (1) - Spostare la new combo su 00:23:808 (2) - ?
  2. 00:35:058 (3,4) - 2 grid sotto,per metterli done lo slider 1 era finito?
  3. 01:29:603 (6,7) - CTRL+R?[/*:m:8e543]

[Asura]

(<- Ho l'autorizzazione a moddarla, certe parti sono rifatte da me)

  1. 00:16:479 (1) - Remove new combo?
  2. 00:42:217 (1,2,3,4) - When I first played this,I was confused on this part,because of the speed up of the slider 3 after the slowdown of the slider 1. But maybe it's only me..
  3. 01:12:899 (3,4) - Make them like this?
  4. 01:24:490 (1) - Remove new combo?
  5. 01:25:854 (4) - Add new combo? L'ho aggiunto prima

[Orpheus Telos]


  1. 00:08:808 (6) - 1 grid a destra?
  2. 00:56:195 (3) - Magari potresti flipparli verticalmente

Credo sia tutto. Grazie comunque della mod,domani provvederò a fixare tutto ^^
_Kiva
i really bad at mapping vocals.

edit: updated and changed little bit :PDownload: Shuhei Kita - Soul Phrase (HakuNoKaemi) [Asura].osu
winber1
Orpheus Telos

00:39:490 (1) - seems kinda like a ninja spinner. Although not truly one, I would much rather you ended the spinner a little later sinc the vocals goes later :/
00:59:433 (4) - imo you should delete this note. it just flows better to me
01:02:331 (4) - isn't very intuitive imo. didn't see this coming. slider ticks don't really help me at all to be honestl.

Asura

00:05:058 (1,2) - this is just confusing. I was expecting something like 00:01:649 (1,2) -. I'd make combo 1 and 2 closer and move combo 3 further away or change the patter ncompletely. Or yo ucould even use the same pattern as 00:01:649 (1,2,3) -. It would make more sense that way too since it would match 00:09:490 (1,2,3,4) - as well
00:18:695 (6) - sounds a little weird to me http://puu.sh/jSgH would be better off with somehting like that imo.
00:46:308 (2) - I would move this 1/2 tick back
01:04:377 (1) - remove combo and add new combo to next note
01:22:274 (5) - i'd move combo five equally space from both notes or just moving a little closer to combo 4. the jumps just doesn't really fit.

Thanatos

looks fine

Orthrus

00:06:933 - a little awkward with out a note here. you could possibly turn combo 1 int oa slider if you want. it also helps readability too imo.
00:12:388 - ^
00:18:354 (6) - this note just makes the pattern all weird. i would just stick with the original pattern. just makes things flow better and sound better.
01:06:422 (3,1) - i would space these further apart. it looks like a 1/2 tick note imo. idk
01:29:774 - um end spinner here?

Orpheus

00:02:331 (4,5) - I wouldn't do this... kinda hard to read for beginners. Spacing like 01:26:195 (2,3) - actually seems to work better imo. (but that part also fits better with the music.) I would just go with more simple rhythm if i were you.
00:29:945 (5,1) - umm don't anti-space plz.
00:38:126 (1,2,3) - ^ really i seriously discourage this in the easiest diff. It fits a bit, but it's a part that extremely calls for anti-spacing.


sorry for being lazy. not that much to suggest. hope this helps a bit~~
Topic Starter
HakuNoKaemi

winber1 wrote:

Orpheus Telos

00:39:490 (1) - seems kinda like a ninja spinner. Although not truly one, I would much rather you ended the spinner a little later sinc the vocals goes later :/ I'm rather following a mixed rhythmn using vocal and drums
00:59:433 (4) - imo you should delete this note. it just flows better to me deleted a different note though
01:02:331 (4) - isn't very intuitive imo. didn't see this coming. slider ticks don't really help me at all to be honestl. the guitar, and a hold note effect.

Asura

00:05:058 (1,2) - this is just confusing. I was expecting something like 00:01:649 (1,2) -. I'd make combo 1 and 2 closer and move combo 3 further away or change the patter ncompletely. Or yo ucould even use the same pattern as 00:01:649 (1,2,3) -. It would make more sense that way too since it would match 00:09:490 (1,2,3,4) - as well

00:18:695 (6) - sounds a little weird to me http://puu.sh/jSgH would be better off with somehting like that imo. Sound better like how it's now to me
00:46:308 (2) - I would move this 1/2 tick back I think Kiva usually follow more the drums other than the vocal
01:04:377 (1) - remove combo and add new combo to next note Something in between?
01:22:274 (5) - i'd move combo five equally space from both notes or just moving a little closer to combo 4. the jumps just doesn't really fit.
true
Thanatos

looks fine

Orthrus

00:06:933 - a little awkward with out a note here. you could possibly turn combo 1 int oa slider if you want. it also helps readability too imo.
00:12:388 - ^
00:18:354 (6) - this note just makes the pattern all weird. i would just stick with the original pattern. just makes things flow better and sound better.
01:06:422 (3,1) - i would space these further apart. it looks like a 1/2 tick note imo. idk
01:29:774 - um end spinner here?

Orpheus

00:02:331 (4,5) - I wouldn't do this... kinda hard to read for beginners. Spacing like 01:26:195 (2,3) - actually seems to work better imo. (but that part also fits better with the music.) I would just go with more simple rhythm if i were you. (changed the graphical part)
00:29:945 (5,1) - umm don't anti-space plz.
00:38:126 (1,2,3) - ^ really i seriously discourage this in the easiest diff. It fits a bit, but it's a part that extremely calls for anti-spacing.


sorry for being lazy. not that much to suggest. hope this helps a bit~~
Kawayi Rika
Hi ~ HakuNoKaemi ~ :)

Mod time for #modreqs ~

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

[General]


  1. Change AudioLeadIn : 1500(1000 is too short).

[Orpheus Telos]


  1. 00:39:490 (1) - This spinner is too short,maybe change a slider much better.
  2. 00:41:365 (3) - Try Ctrl+R.

[Asura]


  1. 00:17:672 - Add finish.
  2. 01:06:763 - ^
  3. 00:36:592 (2,3) - Try perfect stack on 00:36:081 (1) - end point.
  4. 01:04:377 (1) - Remove new combo.
  5. 01:23:979 (5) - Touch the HP bar,try move this.

[Thanatos]


  1. 00:22:956 (6) - Touch the HP bar,try move this.

[Orpheus]


  1. 00:03:013 (5) - Add new combo,don't using long combo for easy diff.
  2. 00:09:490 (5) - ^
  3. 00:29:945 (5) - This note hard for beginner,try unstack.
  4. 01:07:104 (1,2,3) - This part really bad for beginner.
  5. 01:16:649 (6,7) - Change a slider much better.

That's all ~ pretty nice mapset ~

Good luck ~
Topic Starter
HakuNoKaemi

Kawayi Rika wrote:

Hi ~ HakuNoKaemi ~ :)

Mod time for #modreqs ~

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

[General]


  1. Change AudioLeadIn : 1500(1000 is too short).
1000+627 are more than decent

[Orpheus Telos]


  1. 00:39:490 (1) - This spinner is too short,maybe change a slider much better. I can obtain 1000... and 2000 is more than the lesser value of 1000
  2. 00:41:365 (3) - Try Ctrl+R. Why?

[Asura]


  1. 00:17:672 - Add finish. what? no finish there
  2. 01:06:763 - ^ true
  3. 00:36:592 (2,3) - Try perfect stack on 00:36:081 (1) - end point. nothing change with the current Stack leniency anyway
  4. 01:04:377 (1) - Remove new combo. No
  5. 01:23:979 (5) - Touch the HP bar,try move this. Ok...

[Thanatos]


  1. 00:22:956 (6) - Touch the HP bar,try move this. Ok...

[Orpheus]


  1. 00:03:013 (5) - Add new combo,don't using long combo for easy diff.
  2. 00:09:490 (5) - ^ Ok...
Won't even read "not for beginner! things.

That's all ~ pretty nice mapset ~

Good luck ~
DJPop
- For custom skin of spinner, you need to add all required elements :
spinner-clear, spinner-osu, spinner-spin
- I see different color at the lower-right of sliderfollowcircle, is that intended?
- Try adding custom followpoint


~Orpheus~
- Too tricky to be an easiest diff imo
00:00:627 (1) - your sliderwhistle sound doesn't work here
00:03:013 (5) - add new combo
00:51:763 (2,2) - invisible sliders

~Orthrus~
01:10:172 (1) - remove finish
01:20:229 (2) - ^
01:28:666 (1) - end at 01:29:774

~Thanatos~
00:20:399 (1) - remove new combo
01:01:308 (7) - add new combo
01:02:842 (1) - remove new combo
01:04:035 (4) - add new combo
01:17:331 (7) - ^
01:17:501 (1) - remove new combo

~Asura~
00:05:229 (1) - remove new combo
00:44:945 (6) - add new combo
00:45:626 (1) - remove new combo
00:47:672 (6) - add new combo
00:48:354 (1) - remove new combo
00:50:399 (6) - add new combo
00:51:422 (1) - remove new combo
01:28:411 (1) - start at 01:28:581, end at 01:29:774

~Orpheus Telos~
00:25:172 (1) - remove new combo
00:25:513 (2) - add new combo
01:01:649 (4) - ^
Topic Starter
HakuNoKaemi

DJPop wrote:

- For custom skin of spinner, you need to add all required elements :
spinner-clear, spinner-osu, spinner-spin
- I see different color at the lower-right of sliderfollowcircle, is that intended?
- Try adding custom followpoint
the spinner-texts are in the folders.. (and I don't have 2 folders of the same map...), I'm using the defaults,actually.
intended in past, it was to be a "cloud"
Should find a good idea... the sign in the mask?

~Orpheus~
- Too tricky to be an easiest diff imo
00:00:627 (1) - your sliderwhistle sound doesn't work here
00:03:013 (5) - add new combo
00:51:763 (2,2) - invisible sliders
I Don't intend, however, to delete this diff, that is quite good, and create something that make you sleep fully. Trickier parts DO follow music, and are intently easier to play.
the sliderwhistle at the start? could be code-related?
My NC follows Guitar(not the lead one)
not invisble: you Actually, have the time to largely see it

~Thanatos~
00:20:399 (1) - remove new combo
01:01:308 (7) - add new combo
01:02:842 (1) - remove new combo
01:04:035 (4) - add new combo
01:17:331 (7) - ^
01:17:501 (1) - remove new combo
NC do follow the rhythm guitar( not the lead ) or the voice, if combo is long, I'll maybe follow the graphic...

~Asura~
00:05:229 (1) - remove new combo
00:44:945 (6) - add new combo
00:45:626 (1) - remove new combo
00:47:672 (6) - add new combo
00:48:354 (1) - remove new combo
00:50:399 (6) - add new combo
00:51:422 (1) - remove new combo
01:28:411 (1) - start at 01:28:581, end at 01:29:774
uhm... i see nothing in those NCs add/remove you suggested...
they actually make more sense as now- i did change two NC...different from the one yous said.
Spinners put emphasis on the end. and moving the start is bad: as the spinnerput emphasis on holded voices. Only end was changed

~Orpheus Telos~
00:25:172 (1) - remove new combo
00:25:513 (2) - add new combo
01:01:649 (4) - ^
Same.

~Orthrus~
01:10:172 (1) - remove finish
01:20:229 (2) - ^
01:28:666 (1) - end at 01:29:774
As i'm here... standardised the spinner. The hitsuonds are changed a bit
DJPop

HakuNoKaemi wrote:

the spinner-texts are in the folders.. (and I don't have 2 folders of the same map...), I'm using the defaults,actually.
- Try make them blue like spinner circle, looks better imo
intended in past, it was to be a "cloud"
- ok
Should find a good idea... the sign in the mask?
- Good

~Orpheus~
I Don't intend, however, to delete this diff, that is quite good, and create something that make you sleep fully. Trickier parts DO follow music, and are intently easier to play.
- Can you make a new easy diff? Current easiest diff is still too hard for newbie players.
A mapset can have maximum 8 diffs now.

the sliderwhistle at the start? could be code-related?
- Hmm... not sure
My NC follows Guitar(not the lead one)
- ok
not invisble: you Actually, have the time to largely see it
- It's unrankable, slider's not completely faded out before a new one show up.


~Thanatos~ + ~Asura~ + ~Orpheus Telos~
uhm... i see nothing in those NCs add/remove you suggested...
they actually make more sense as now- i did change two NC...different from the one yous said.
- I rarely see a map with NC like this case 00:49:888 (4,1) , not a big problem though.
Just suggested for combo balance through playing.

Spinners put emphasis on the end. and moving the start is bad: as the spinnerput emphasis on holded voices. Only end was changed
- I think 01:28:581 would be more fit to the song, synced with the start of last voice.

New mods.

~General~
- Silence slider-slide sounds, you can add muted soft-sliderslide.wav and others. See if it sounds better, especially the soft parts.
- Just a suggestion, try make hitbursts more circular

~Orpheus~
00:51:763 (2,2) - unrankable, slider's not completely faded out before a new one show up, try flip one of them vertically

~Orthrus~
01:05:399 - add note here to make a consistent spacing, it sounds good too

~Thanatos~
01:27:728 (1) - remove finish, add at 01:27:899 (2) instead

~Asura~
01:28:411 (1) - start at 01:28:581 would be more fit to the song, synced with the start of last voice

~Orpheus Telos~
Fine
Topic Starter
HakuNoKaemi

DJPop wrote:

HakuNoKaemi wrote:

~Orpheus~
I Don't intend, however, to delete this diff, that is quite good, and create something that make you sleep fully. Trickier parts DO follow music, and are intently easier to play.
- Can you make a new easy diff? Current easiest diff is still too hard for newbie players.
A mapset can have maximum 8 diffs now.
.... Something decently easier than this (not only a tip, a tap or a round easier) will "actually" be so easy that make you sleep.
There are only 4 doublets that could be harder, but actual newbie that want to know how to play the game, will know how to play them.



~Thanatos~ + ~Asura~ + ~Orpheus Telos~
uhm... i see nothing in those NCs add/remove you suggested...
they actually make more sense as now- i did change two NC...different from the one yous said.
- I rarely see a map with NC like this case 00:49:888 (4,1) , not a big problem though.
Just suggested for combo balance through playing.
00:49:888 (4,1) <- nari-hibite, he do put a little more emphasis on (1)
~General~
- Silence slider-slide sounds, you can add muted soft-sliderslide.wav and others. See if it sounds better, especially the soft parts.
- Just a suggestion, try make hitbursts more circular
nah, the sliderwhistle.... was because I errouneosly started with a normal sect, changed to soft. I don't actually remember why I added the sliderwhistle hitsound....

Hitburst shape follow the normal one, actually or better, it's slight off-centered. but it's a perfect circle.

~Orpheus~
00:51:763 (2,2) - unrankable, slider's not completely faded out before a new one show up, try flip one of them vertically
moved them. your solution don't actually work, as the slider will be covered too.

~Thanatos~
01:27:728 (1) - remove finish, add at 01:27:899 (2) instead
more than anything, I didn't remember to add a clap at 01:27:899 (2) (and I added it)

Deleted=completely accepted
DJPop
I've a discussion with BATs.
Orpheus, as the easiest diff, can't have stacks and anti-jumps (00:38:126 (1,2)), you've to get rid of them.
The another way is making a new Easy diff.


~General~
- Just noticed the metronome is wrong, offset has to be -55
- I don't know why you added custom sliderwhistles, they had nothing to do with :?
nah, the sliderwhistle.... was because I errouneosly started with a normal sect, changed to soft. I don't actually remember why I added the sliderwhistle hitsound....
Sorry, I don't get this orz. Anyway, I highly suggest you should silence sliderslide sounds by ↓
- Rename these files :
normal-sliderwhistle → normal-sliderslide
normal-sliderwhistle2 → normal-sliderslide2
- Add new muted wav files :
soft-sliderslide
soft-sliderslide2


~Orpheus~
01:16:308 (5) - NC, it has too many combo compared to the whole map

~Orthrus~
00:28:581 (6) - remove slider whistle
01:05:229 (1) - no NC
01:05:399 (2) - NC

~Thanatos~
00:27:217 (4,5) - remove slider whistle
00:44:603 (1) - ^
01:10:853 (5) - remove finish, doesn't sync with anything
01:27:729 (1) - ^

~Asura~
Fine

~Orpheus Telos~
00:23:467 (1,2) - remove slider whistle
00:49:036 (3) - ^


Looks like I'm pointing to the same things again lol

Currently has 2 things prevented this map from bubble, timing and the easiest diff.
Topic Starter
HakuNoKaemi
So, stacks on easies became unrankable...

just kill me.

Those rules are SO new they aren't written in the draft to begin with.

Stack? Hard to play? Throw.exception(IsBullshit). That got randomly invented somewhere someway by someone I don't know.
Antijump? Is that reall hard to play and really off-music? How you don't consider that people can find that funnier because it is hard, but they can easily play it knowing how to follow music?
So now follow music=hard... so don't follow music=easy?
I could've put a bunch of nosensical 2/1 notes, like others do, for a stupidly idiot and boring result.

The offset IS correct. The metronome go IS the downbeat on the right place: the heavy beat. and the big white tick correspond.... so.... why? You're moving it off to an original upbeat ( I doubled the bpm, you can know why reading the op ).

da rawr slidewhistle appeared without me knowing i did add them, was a fast way to silence. And if I have to silence something it'll be the SOFT parts, not the Normal. (soft sliderslides silenced)

(you are actually pointing different things)
DJPop

HakuNoKaemi wrote:

So, stacks on easies became unrankable...

just kill me.

Those rules are SO new they aren't written in the draft to begin with.

Stack? Hard to play? Throw.exception(IsBullshit). That got randomly invented somewhere someway by someone I don't know.
Antijump? Is that reall hard to play and really off-music? How you don't consider that people can find that funnier because it is hard, but they can easily play it knowing how to follow music?
So now follow music=hard... so don't follow music=easy?
I could've put a bunch of nosensical 2/1 notes, like others do, for a stupidly idiot and boring result.
No, I didn't say it was unrankable. It's recommended. Yes, it's good and fun, but there are (really)newbie players who wants to play because they like this song too.
You're too worried about boring pattern for an easy diff imo, they just play because they want to listen. You can tell why don't they just play Orpheus until they pass,
some people can't raise their skills in short time, some can't even raise any (I've seen this kind too), this is why the easy diff exists.
I don't give bubble because I know if I give it now, a BAT will just popped because of this reason and I can't help.

HakuNoKaemi wrote:

The offset IS correct. The metronome go IS the downbeat on the right place: the heavy beat. and the big white tick correspond.... so.... why? You're moving it off to an original upbeat ( I doubled the bpm, you can know why reading the op ).
Currently you set the first beat to start at 3/4, not 1/4. If imagine a piano sheet, it starts on the middle of the room.
It's hard to describe, let me give some examples. The major white ticks will be on :
00:01:308 - , 00:23:126 - , 00:44:945 - , 01:04:036 - , 01:06:763 - , 01:17:672 -

HakuNoKaemi wrote:

da rawr slidewhistle appeared without me knowing i did add them, was a fast way to silence. And if I have to silence something it'll be the SOFT parts, not the Normal. (soft sliderslides silenced)
okay

HakuNoKaemi wrote:

(you are actually pointing different things)
:?
Topic Starter
HakuNoKaemi
A band drummer usually keep the tempo for all his group, so following the drums for keeping a map timing is the correct thing to do: I desynch certainly more than the points you said by changing the offset, and the point you say is an actual Upbeat, not a Downbeat, why?
Let's say you move offset 2 stanza's before. I doubled the BPM for the reasons I described in the OP. In the normal BPM 2 Stanza means 1 stanza. And now all white ticks (almost all) are upbeat. Not downbeat as rules say.


The easy? will be played by easy players that want to play something easier but not boring. The reason I hate DDR and Guitar Hero easiest diffs is that they have no musical sense: they simply jump beats you'll want to follow or force red ticks into white ticks and make all much harder. Too let's say that the antijumps flows so good you can't even remember you played them ( and that's seriously what the players I made play the easy say ) and the stacks are hard to play for a few BATs, not for easy players. Easy players that can't play stacks won't be able to play even the slighest easy map too, I can actually destack 1/2 notes or 1/1 notes, but not don't use them.

EDIT: Excuse me for being a bit raw on you some times
DJPop
~Orpheus~
ok, I'll just ignore them, hope it can get ranked without trouble

~Orthrus~
00:28:581 (6) - remove slider whistle
00:54:660 (1) - start at 00:54:575 (make it similar to last spinner)
01:23:808 (3) - remove slider whistle

~Thanatos~
01:02:331 (6) - remove slider whistle
01:23:808 (3) - remove finish, doesn't fit here

~Asura~
01:28:325 - remove unused timing

~Orpheus Telos~
00:31:990 (2) - remove slider whistle
Topic Starter
HakuNoKaemi
Done
Chewin
Orpheus
  1. 00:14:604 (1) - Che brutto dove l'hai posizionato.. Muovilo in x176 y192 per creare un blanket figo con 00:13:581 (3)
  2. 00:16:308 (2) - Se hai seguito quanto sopra, modifica la posizione di questo slider usando il distance snap, forse in x464 y320?
  3. 00:38:126 (1,2,3) - Distance snap please. Questa è una easy ed i beginners dato lo spacing che hai usato tenderebbero a cliccare subito e quindi a missare. Usa distance snap qui.
  4. 00:57:388 (3) - Bad sound. Muovi questo slider in 00:57:558, rimuovi il clap all'inizio e riducilo di 1/4. In questo modo il suono è perfetto. Ovviamente non dimenticare di fixare lo spacing siccome lo muovi di un tick avanti:

  5. 01:04:206 (1) - Riducilo fino a 01:05:910 che segue il suono, in questo modo puoi addare un circle quando inizia il kiai time
  6. 01:06:762 Add circle
Orthrus
  1. 00:13:751 (3) - Rimuovi whistle da questo slider siccome non l'hai usato nelle altre, oppure aggiungilo nelle altre difficoltà
  2. 00:57:047 (3) - Come suona brutto 'sto clap, rimuovilo? s:
  3. 00:58:581 (6) - Non capisco perchè questo finish quando non l'hai usato nelle altre difficoltà e suona pure un po' male secondo me. Se proprio vuoi tenerlo ti consiglio di diminuire il volume a massimo 70%
  4. 01:04:036 (4) - New combo
  5. 01:10:683 (2) - Bad slider, tocca la barra degli hp. Cerca di fixare muovendolo più giù
  6. 01:12:217 (4) - New combo siccome l'hai usata qui 01:22:445 (1)
  7. 01:18:865 (4) - Ruota un po' questo slider, infatti se lo vedi in playmode è un po' inclinato e quindi asimmetrico:
Thanatos
  1. 00:05:910 (1) - Questo finish è inascoltabile ._. Rimuovilo. Rimuovi anche new combo
  2. 00:06:762 (3) - Usa qui invece new combo
  3. 01:17:501 (1,2) - Scambia le new combo
  4. Secondo me questa map ha bisogno ancora di una sistemata prima della bolla, è solo un mio parere però.
Asura
  1. .. Why these abrupt changes of SV? I suggest you to remove them.
  2. 00:05:740 (2) - An other unlistenable finish. Remove it? .-.
  3. 00:01:989 I think you have to add a circle with clap here.
  4. 00:01:989I really don't understand this part. It follows nothing °-° Fix it in this way?
Orpheus Telos
  1. 00:37:104 (4) - HP Bar again
  2. 01:01:308 (3) - ^ Hai usato una skin con una barra abnorme, quindi avresti dovuto prevenire che gli elementi potessero toccare la barra degli hp s:
  3. 01:17:502 (1,2) - Scambia le new combo
  4. 01:23:297 (3) - No. Sllider overlapped col precedente = unreadable = no rank pl0x. Muovilo da qualche altra parte o modificalo.
Good luck :\
Topic Starter
HakuNoKaemi

Chewin wrote:

Orpheus
  1. 00:38:126 (1,2,3) - Distance snap please. Questa è una easy ed i beginners dato lo spacing che hai usato tenderebbero a cliccare subito e quindi a missare. Usa distance snap qui please.
    Nope. Sai i motivi.
  2. 00:57:388 (3) - Bad sound. Muovi questo slider in 00:57:558, rimuovi il clap all'inizio e riducilo di 1/4. In questo modo il suono è perfetto. Ovviamente non dimenticare di fixare lo spacing siccome lo muovi di un tick avanti:

    non ci sono note da 1/4 nella canzone. Quelle che ho usato SONO overmapped. Inoltre pensavo che gli hitsound bastassero a farlo capire che seguivo la batteria.
Orthrus
  1. 00:13:751 (3) - Rimuovi whistle da questo slider siccome non l'hai usato nelle altre, oppure aggiungilo nelle altre difficoltà
    Penso già tu lo sappia che la difficoltà non è mia. Gli hitsound si l'ho messi io. ma in un modo OVVIAMENTE diverso.
  2. 01:04:036 (4) - New combo
    why?
Thanatos
  1. 00:05:910 (1) - Questo finish è inascoltabile ._. Rimuovilo. Rimuovi anche new combo
    wtf?
  2. 01:17:501 (1,2) - Scambia le new combo
    ...
  3. Secondo me questa map ha bisogno ancora di una sistemata prima della bolla, è solo un mio parere però.
    quando teoricamente dovrebbe essere piena di consigli generici o lunga. bah
Asura
  1. .. Why these abrupt changes of SV? I suggest you to remove them.
  2. 00:01:989 I think you have to add a circle with clap here.
    Ascolta la musica meglio la prossima volta. Chitarra ti dice qualcosa?
  3. 00:01:989I really don't understand this part. It follows nothing °-° Fix it in this way?

    Ascolta la musica meglio la prossima volta. Chitarra ti dice qualcosa?
Orpheus Telos
  1. 00:37:104 (4) - HP Bar again
    qui c'è solo metà bordo sotto la barra.
  2. 01:17:502 (1,2) - Scambia le new combo
    No. voce voce, o mia voce.
  3. 01:23:297 (3) - No. Sllider overlapped col precedente = unreadable = no rank pl0x. Muovilo da qualche altra parte o modificalo.
    è perfettamente giocabile.
Good luck :\
ho cancellato quello che non ho seguito
DJPop
Rechecked.


~Orpheus~
00:57:046 (2) - move a bit closer to (3) (spacing fix)

~Orthrus~
01:10:682 (2) - slider whistle sounds weird to me

~Orpheus Telos~
00:26:450 (2) - this note doesn't fit, this part is calm
00:31:052 (5) - ^
01:28:069 (6) - whistle doesn't fit here
Topic Starter
HakuNoKaemi
done

(Are Thanatos and Orpheus Telos better now? I tried remapping some parts, as 1 years old mapping look bad)
DJPop

HakuNoKaemi wrote:

(Are Thanatos and Orpheus Telos better now? I tried remapping some parts, as 1 years old mapping look bad)
Yes, they are. (Actually, I didn't have problems with these 2 diffs)


~Thanatos~
01:27:046 (8) - move to 96:276 (for symmetry), remove clap at the end (other diffs don't have clap here)
Topic Starter
HakuNoKaemi
wait, it's arlaeady in that position, but fixed symmetry
DJPop
What about that clap? You didn't fix it :?
Topic Starter
HakuNoKaemi
Added it in other diffs instead, as the song really have that clap sound
DJPop
Alright, I guess it is fine to give a bubble now.

Good luck.
Charles445
General
  1. I think Video Offset -1600 will work better.
  2. The gray combo color is ugly, hard to see, and has readability issues with some multiplayer matches. You should probably just remove it.
  3. The difficulty names are very confusing - I had no idea you had guest difficulties until I read the map description. I recommend making difficulty names easy to understand (clearly stating the difficulty and guest mapper)
  4. The first part of the song might need its own timing section. It feels a little late in that first bit. (00:00:626 - to 00:01:308)
Orpheus
  1. 00:02:330 (4) - Add a repeat and fix the spacing. Having a short slider like this is really really really really confusing to play. Having it a repeat instead will make it much easier.
  2. 00:06:421 (1) - This slider doesn't fit the beat at all. Start it on the white tick later.
  3. 00:36:762 (2,1,2,3) - Unstack these completely. A change in spacing like this will throw off beginner players very very badly.
  4. 01:04:205 (1) - Shorten this to 01:05:398
  5. 01:06:421 (1) - Remove this circle.
  6. 01:16:308 (1,2,3,4,1) - This part doesn't quite fit the beat. Try to make it fit with the song better.
  7. 01:22:444 (1,2,3,4) - Having these overlap each other makes this part more confusing than it needs to be. Avoid doing that criss-cross formation here.
  8. 01:26:194 (2) - This short slider is barely visible after the hitburst (default skin) and is confusingly short as well. Add a repeat and move it away from any previous objects.
  9. 01:26:876 (3) - This is overlapping with the 1, which is both ugly and harder to read than normal. Space it out nicely.
  10. 01:27:898 (1,2,3,4,5) - This bit is very confusing. Avoid having those short sliders in there.
Orthrus
  1. The beginning of this diff is much, much harder than the rest of it. The difficulty of the map should be somewhat consistent. Make the beginning easier (less 1/2 will do that)
  2. 01:06:421 (3,1) - Space these out more.
Thanatos
  1. 00:11:535 (1,2,3) - This would probably be better with normal spacing.
  2. 00:18:864 (6,7) - Make these closer together.
  3. 00:30:285 (6) - This slider end is unsnapped!
  4. 01:22:444 (1,3) - Stack these properly.
Asura
  1. OD -1
  2. This difficulty gives less score than Thanatos. It seems that this difficulty is supposed to be harder, so the score should be higher too. Map more of the song so the score is higher.
  3. 00:11:450 (7) - Remove this object. Doesn't match the song, isn't very readable.
  4. 00:21:336 (5) - Same for this one.
  5. 00:22:785 (10,11) - Stack these. If it's unstacked it's an antijump, which is hard to read and frustrating to play.
  6. 00:41:876 (1) - This slowdown is a bit unexpected since it's such a dramatic slowdown. 0.75x speed would be a better choice here.
  7. 00:43:239 (3,4) - Unstack these for clarity.
  8. 00:45:626 (1,2,3,4) - Stack leniency is causing this pattern to be hard to read. You should redesign this pattern.
  9. 00:47:671 (6) - Again, this slowdown is very unexpected. 0.75x is a better choice.
  10. 00:50:398 (2,3,4,5) - This spacing is very strange. You should make it more consistent here.
  11. 01:05:057 (1,2) - This would be better off not being a jump. If you really want it to be a jump, make the spacing smaller.
Orpheus Telos
  1. OD +1
  2. 00:00:796 (2,4) - These beats are overmapping. These beats don't match anything in the song, and should be removed.
  3. 00:03:694 (1,2,3,4,5) - This spacing is odd, as it creates a random jump from 2 to 3. Reversing 1, and 2 would fix the issue.
  4. 00:05:058 (1,2,3,4,5,6) - Again, awkward spacing because 4 and 5 are so close together. Reversing 5 and 6 would fix the issue.
  5. 00:07:955 (2,3) - Stack these so it's clear that the beat is 1/2 and not 1/4.
  6. 00:08:296 (4,5) - Same as above.
  7. 00:07:785 (1,2,3,4,5,6) - This spacing is extremely misleading as the 5 and 6 are very close together. Move the 6 farther away so the beat is clear.
  8. 00:17:330 (1,2,3,4,5,6) - This spacing is also extremely misleading, for the spacing between 1,2 is extremely close. Please make the spacing more consistent.
  9. 00:25:001 (1) - Move this up and to the right so there isn't a jump.
  10. 00:25:511 (3) - This slider is very slightly unsnapped. Move it around in the timeline to fix it.
  11. 00:25:853 (4) - This slider is also very slightly unsnapped.
  12. 00:36:080 (1) - Move this closer to the previous 6 so there isn't a jump. This will prevent the misleading spacing.
  13. 00:39:489 (1) - This spinner is extremely sudden and short. I suggest replacing it with other objects, possibly a long slider.
  14. 00:41:876 (1) - This slowdown is misleading because the previous slider at 00:40:853 (2) - looks identical yet is twice the speed. Either remove the slowdown entirely or don't have it slow down so much. 0.75x is a good value for slowdowns.
  15. 00:55:342 - Add a circle here in between the sliders. You have a nice jump section here, it just stops too suddenly. Having that circle there will make the slowdown clear.
  16. 00:56:876 to 01:01:563 - This section has ridiculously large spacing compared to the rest of the difficulty. It's an unexpected and unfitting difficulty increase. You should remap this section so it fits with the rest of the map.
  17. 01:02:330 (7,2) - The slowdown on these sliders is quite harsh. I suggest using 0.75x for them (if you really want to slow them down)
  18. 01:04:035 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - I think it would be best not to space these out so much. Compressing the streams would be better.
  19. 01:19:546 (1) - This slider is extremely difficult to see with all of the hitburts (default skin). You should make this clearer (pointing it upwards instead will fix the issue).
  20. 01:23:296 (3) - This slider is even harder to see because it was right under the o slider. Just move it somewhere else.
  21. 01:26:535 (1,2,3,4,5,6) - The spacing is again odd on this combo. A few jumps are nice, but you should be consistent with them.
  22. 01:28:580 (1,2,3) - I don't think like this ending is 'strong' enough. It's stacked sliders and the player doesn't even have to move. It'd be fun if you spaced them out more.

The map needs some more work, especially the new combo placement. The video is nice, the storyboard is nice, and the hitsounds are nice, but the difficulties themselves need more mods.
I might put together a new combo mod tomorrow.
Topic Starter
HakuNoKaemi
Deleted=followed

[General]
responses

I think Video Offset -1600 will work better.
nope, it's too early like you said. But a recontrol made me use -1320 ms

[*]The difficulty names are very confusing - I had no idea you had guest difficulties until I read the map description. I recommend making difficulty names easy to understand (clearly stating the difficulty and guest mapper)
If you played Persona 3 you can pretty know why three of them are particular. They're the protagonist Persona: Orpheus, Thanatos, Orpheus Telos and as so mine. I made Armin and Kiva choose their Persona, differently Shalon choosed Nyx from the start. It's not hard to know the difficulties too.

[*]The first part of the song might need its own timing section. It feels a little late in that first bit. (00:00:626 - to 00:01:308)
Checked: there are two guitar that start with 1/6 of distance precisely... I strangely obtained 569 checking the first offset. If I'll map that guitar most won't probably find it though.

[Orpheus]
responses

[*]00:36:762 (2,1,2,3) - Unstack these completely. A change in spacing like this will throw off beginner players very very badly.
It's completely playable and more sensed than spraying them all-out the playzone.
It's completely fun to play.
It's not an hard challenge and make player know that osu! IS a Rhythmn game. not a lame.

[*]01:04:205 (1) - Shorten this to 01:05:398
Super-dupely short for an easy like you want.

[*]01:06:421 (1) - Remove this circle.
why?

[*]01:16:308 (1,2,3,4,1) - This part doesn't quite fit the beat. Try to make it fit with the song better.
It do follow the voice.

[*]01:22:444 (1,2,3,4) - Having these overlap each other makes this part more confusing than it needs to be. Avoid doing that criss-cross formation here.
Ok, why?

[*]01:27:898 (1,2,3,4,5) - This bit is very confusing. Avoid having those short sliders in there.
confusing? why? It doesn't follow music? Or it follow music too well for an easy?

[Orthrus]
responses

The beginning of this diff is much, much harder than the rest of it. The difficulty of the map should be somewhat consistent. Make the beginning easier (less 1/2 will do that)
this is too mapper-related, though I fixed the suggestion

[Thanatos]

00:11:535 (1,2,3) - This would probably be better with normal spacing.
I' following two reasons there: Lead guitar pitch jumps and graphic -I Don't Wanna overlap-.

[Asura]

[*]OD -1
[*]This difficulty gives less score than Thanatos. It seems that this difficulty is supposed to be harder, so the score should be higher too. Map more of the song so the score is higher.
[*]00:11:450 (7) - Remove this object. Doesn't match the song, isn't very readable.
[*]00:21:336 (5) - Same for this one.
[*]01:05:057 (1,2) - This would be better off not being a jump. If you really want it to be a jump, make the spacing smaller.
Shall refer those to Kiva. (It's actually easy to read those over-streams though).
Plus Thanatos and this are Hard, so they give about the same score... and they are different type of hards.

[*]00:22:785 (10,11) - Stack these. If it's unstacked it's an antijump, which is hard to read and frustrating to play.
wait, wha? It's normal spacing O.O

[*]00:41:876 (1) - This slowdown is a bit unexpected since it's such a dramatic slowdown. 0.75x speed would be a better choice here.
[*]00:43:239 (3,4) - Unstack these for clarity.
though for me it's much less unexpected than 00:43:239 (3) returning to normal... used x0.75 there.
modded the other with this...


[Orpheus Telos]

[*]00:25:001 (1) - Move this up and to the right so there isn't a jump.
[*]00:36:080 (1) - Move this closer to the previous 6 so there isn't a jump. This will prevent the misleading spacing.
It's volume-related.

[*]00:39:489 (1) - This spinner is extremely sudden and short. I suggest replacing it with other objects, possibly a long slider.
Aren't spinner supposed to follow holded notes? and end in a higher volume note?

[*]00:41:876 (1) - This slowdown is misleading because the previous slider at 00:40:853 (2) - looks identical yet is twice the speed. Either remove the slowdown entirely or don't have it slow down so much. 0.75x is a good value for slowdowns.
You have your faithful sliderticks saying " it's half the speed ". plus the voice don't mislead you, it lead you there

[*]00:55:342 - Add a circle here in between the sliders. You have a nice jump section here, it just stops too suddenly. Having that circle there will make the slowdown clear.
It'll be an overmap note. I really tried to not overmap too much, and I don't want to overmap more.

[*]00:56:876 to 01:01:563 - This section has ridiculously large spacing compared to the rest of the difficulty. It's an unexpected and unfitting difficulty increase. You should remap this section so it fits with the rest of the map.
Mapped in a different manner I like more, still some Insane jumps though

[*]01:02:330 (7,2) - The slowdown on these sliders is quite harsh. I suggest using 0.75x for them (if you really want to slow them down)
they're readable: (7) follow the sudden more acustical-less electrical sounf the guitar make and (2) mirror (7) and follow the No-One hold. :roll:

[*]01:04:035 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - I think it would be best not to space these out so much. Compressing the streams would be better
It's the normal Spacing I used in the map.

[*]01:19:546 (1) - This slider is extremely difficult to see with all of the hitburts (default skin). You should make this clearer (pointing it upwards instead will fix the issue).
Not that you'll be able to delete the skin hitburst, funnily enough.
Charles445

HakuNoKaemi wrote:

I think Video Offset -1600 will work better.
nope, it's too early like you said. But a recontrol made me use -1320 ms
You didn't apply the offset to all difficulties.
Actually, take a look at the end of the video. http://www.youtube.com/watch?v=mVvoD_ErXUo . Notice how the moon appears on the red tick in the song. On your map it appears at about 1:30:00, when it should be at 1:29:773 . This is off by 227 ms, so your offset shouldn't be -1400 but instead something around -1627. (which is why I picked -1600)

[*]The first part of the song might need its own timing section. It feels a little late in that first bit. (00:00:626 - to 00:01:308)
Checked: there are two guitar that start with 1/6 of distance precisely... I strangely obtained 569 checking the first offset. If I'll map that guitar most won't probably find it though.

A significant timing error must be fixed, and this appears to be one.


[Orpheus]
responses

[*]00:36:762 (2,1,2,3) - Unstack these completely. A change in spacing like this will throw off beginner players very very badly.
It's completely playable and more sensed than spraying them all-out the playzone.
Having objects move around the playing field isn't a bad thing. If anything it makes more sense than stacking them in a messy pattern.
It's completely fun to play.
If you can see what's going on. It's not immediately clear what's going on since the stacks make it look 1/2 instead of 1/1.
It's not an hard challenge and make player know that osu! IS a Rhythmn game. not a lame.
It's harder than the easy should be. Also spacing them out wouldn't change the rhythm in any way.

[*]01:04:205 (1) - Shorten this to 01:05:398
Super-dupely short for an easy like you want.
Objects that come soon after spinners can easily throw off beginner players. Shortening the spinner would give the player more time to move on.

[*]01:06:421 (1) - Remove this circle.
why?
This object doesn't start on the downbeat (big white tick). It makes more sense rhythmically and in gameplay to begin that combo where the 2 is.

[*]01:16:308 (1,2,3,4,1) - This part doesn't quite fit the beat. Try to make it fit with the song better.
It do follow the voice.
The slider at 01:17:330 (1) - is the main issue, it lands on odd beats for this section.

[*]01:22:444 (1,2,3,4) - Having these overlap each other makes this part more confusing than it needs to be. Avoid doing that criss-cross formation here.
Ok, why?
Because it makes it more confusing. The hitbursts and previous sliders cover parts of the next sliders, making it harder to see them.

[*]01:27:898 (1,2,3,4,5) - This bit is very confusing. Avoid having those short sliders in there.
confusing? why? It doesn't follow music? Or it follow music too well for an easy?
The slider is so short that it's not immediately clear to a beginner what it is. The slider track is barely visible - it looks like two hitcircles.

[Asura]

[*]00:22:785 (10,11) - Stack these. If it's unstacked it's an antijump, which is hard to read and frustrating to play.
wait, wha? It's normal spacing O.O
0.12x spacing isn't normal spacing.

[Orpheus Telos]

[*]00:25:001 (1) - Move this up and to the right so there isn't a jump.
[*]00:36:080 (1) - Move this closer to the previous 6 so there isn't a jump. This will prevent the misleading spacing.
It's volume-related.
Uh... that doesn't stop it from being misleading

[*]00:39:489 (1) - This spinner is extremely sudden and short. I suggest replacing it with other objects, possibly a long slider.
Aren't spinner supposed to follow holded notes? and end in a higher volume note?
A spinner or slider would work for long notes like that, although this particular word, "way", only lasts for two measures, which is rather short for a spinner.

[*]00:56:876 to 01:01:563 - This section has ridiculously large spacing compared to the rest of the difficulty. It's an unexpected and unfitting difficulty increase. You should remap this section so it fits with the rest of the map.
Mapped in a different manner I like more, still some Insane jumps though
Jumps are fine, but 5.28x jumps are far too large and unnecessary. 00:59:773 (2,3) .

[*]01:02:330 (7,2) - The slowdown on these sliders is quite harsh. I suggest using 0.75x for them (if you really want to slow them down)
they're readable: (7) follow the sudden more acustical-less electrical sounf the guitar make and (2) mirror (7) and follow the No-One hold. :roll:
Yet you stuck it right after an insanely fast portion so it goes from super fast to super slow. Jarring and frustrating.

[*]01:04:035 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - I think it would be best not to space these out so much. Compressing the streams would be better
It's the normal Spacing I used in the map.
Yes, and that's the issue. Streams on 1.0x spacing are harder to consistently follow than 1/2 or 1/1 on 1.0x. Lower spacing, like 0.8x, allows the player to focus on the beat more than the movement.

[*]01:19:546 (1) - This slider is extremely difficult to see with all of the hitburts (default skin). You should make this clearer (pointing it upwards instead will fix the issue).
Not that you'll be able to delete the skin hitburst, funnily enough.
This is never an acceptable answer. Map readability is determined by default skin only. If we allowed custom skins to dictate readability, maps would quickly turn into cluttered, cramped messes.
Topic Starter
HakuNoKaemi
Video Offset -> -1600 ms get all the video offbeat
Timing -> It's no timing error. the first guitar start in a snapped beat + is never used. IS SNAPPED and NEVER USED. You don't need three offsets. Plus it start with a fade in.
Orpheus ->
This'll make a long discussion:
  1. 00:36:762 (2,1,2,3) - Won't ever unstack this. It plays too good. It's readable, even for newbie's (yet BATs "I'll try to be a newbie" work really bad).
  2. 01:16:308 (1,2,3,4,1) - Won't fix it using slidertick 2. plus the NC arleady say It started following the drums. that part breaked to follow voice (see the NC)
  3. 01:04:205 (1) - It makes more sense passing the 1st Tom and finishing in the 2nd. A short spinner and a long pause are disorientating.
  4. 01:06:421 (1) - I'll repeat it. Why?. It do make sense rhythmically and will make less as you said. It's another tom.
  5. 01:22:444 (1,2,3,4) - I'll repeat it: why? It's an arleady faded out hitburst. That does not cover any circle start.
  6. 01:27:898 (1,2,3,4,5) - That kick slider is actually readable. point places where I used a pattern that is similiar to it divided in 2 circle and point the newbie( if I can call him like that) that will think I'm using that, you're welcome.
  1. 00:22:785 (10,11) - 0.12x is manual stacking of an unstacked end(in the sense of waypoints, not the unrankable one) and a circle. plus it's (11,12), not (10,11)
  1. 00:25:001 (1) and 00:36:080 (1) - It's not misleading. there is a pitch jump too.
  2. 00:39:489 (1) - It's not hard to play and it fit good. You're saying it get only to 1000... well I get 300 every time and even 1000. ANd I'm not a pro spinner An I usually get a max of 70% the max bonus of a spinner.
  3. 00:56:876 to 01:01:563 - Answer me. It's "derp I can't do long jump" or "it doesn't fit"? because yeah, the first's your fault, the 2nd is I should explain: 00:59:603 (1,2,3,4) - "No" and "more" are distant in pitch (at least they're not that near), 01:00:285 (5,1) - much obvious it's the same reason. there is a pitch jump.
  4. 01:02:330 (7,2) - In fact, the slider ticks per slider double, and you played a 1/2 slider a bit before, so that means it's 1/1. Graphical sign.
    Guitar Softness it's another, Symmetry another, hold is another. Yet you need more signs? It's not hard to see and t play, and maybe it's you who aren't used to 0,5x sections (as I saw in Asura)
  5. 01:04:035 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - compressed means about 0.4x-0.6x plus 0.8x is a bit less, plus and worser looking, plus I do prefer them as they are now.
  6. 01:19:546 (1) - Though you never ever seen I did change that part to some more curvier one. Ah, even with that, it was covered by only one hitburst that had arleady faded off the moment you should have played it.
Ah, gomen for not having gaved the kudosu, as the mod did contain something useful though.
Niva
Hi HakuNoKaemi~
Re-mod accepted because of this map's popped bubble status :3

[General]

-> Add "atlus" to tags?
-> I agree with Charles445 about the timing issue, my approximate approach is:

BPM 176.006 offset 625
BPM 176.006 offset 1311

and yes (I'm really sure about this), the BPM is not exactly 176 - it's 176.006

[Orpheus Telos]

  1. 00:03:694 (1) - Hmm, would be nice if you move the finish from (2) to here - the splash would work better here :3
  2. 00:08:296 (3,4,5) - imo it's better to stack (4) on (5) instead of (3) on (4) to avoid overlaps in play mode (yes, in play mode, (4) won't overlap (1) while (3) overlaps (2))
  3. 00:20:398 (6) - Really minor, but please move this to x:228 y:104 so (4,5,6)'s triangle will be perfect >_<
  4. 00:22:955 (2,3) - (optional) Combine these two as a repeating 1/4 slider? Will be really fancy before the long delay imo xD
  5. 00:23:808 (2,3) - I personally disliked this slider fan here, it looks like you're sticking out to the distance snapping too much here... A little jump like this fits the music better imo:
  6. 00:25:171 (2,3) - Same as above
  7. 00:26:535 (2) - Whistle also on slider's start, as the vocals continue here?
  8. 00:31:308 (2) - Whistle should be here instead of (3) as there's actually nothing from the song there - also, you can probably delete (3) and stack (4) above (2) to fit the vocals :3
  9. 00:39:489 (x) - As the vocal still continues here, add a circle here (preferably in the center) and start the spinner 1/4 after? Yes - the spinner still gets a 1000~
  10. 00:43:239 (3) - I don't see stacking this slider's end to (1)'s start is a good idea... It ruins (1)'s wave imo - I prefer something like this, with (3) encircled to (1)'s start:
  11. 00:50:057 (1,2) - You already have a whistle on your previous (4,5), so why not add whistle here as well? It fits the vocals, really~
  12. 01:02:330 (7) - Add the new combo here instead (because of the slowdown)?
  13. 01:06:762 (1) - I don't really get the rhythm here... In case you're trying to follow the vocal to the maximum here, the proper rhythm is a 1/8 repeating slider on 01:06:677 (1)
  14. 01:08:978 (7,8,9) - Not really sure why you used back-and-forth here... Why don't you continue the flow instead:
  15. 01:12:217 (4) - Finish on slider's start here, to accompany the cymbal from the song?
  16. 01:25:342 (2,3) - The sudden jump here doesn't play well imo. Maybe start (3) 1/2 after, and put (4) here at ~x:256 y:268?
[Asura]

-> I personally think this is the diff that requires most attention, as Charles445 said I think it's best to map this diff more to get more score (currently I can't tell whether this is Hard or Insane, because if this is meant to be Insane, Orpheus Telos doesn't feel like an Extra at all >_<)

  1. 00:00:626 (1) - Move the whistle to (2)'s start? (The guitar gets more noticeable on (2))
  2. 00:01:478 (x) - Add circle here, then:
  3. 00:01:819 (3,4,5) - Move these three 1/2 later - yes, this follows the guitar sounds much more (:
  4. 00:15:285 (2) - Also with this, move 1/2 later (you can just simply place this beside (3)'s start) - it's best to leave (1) on its own because there's nothing from the song on 00:15:285~
  5. 00:22:614 (10,11) - (optional) Add a note between these two? A triple here would sound consistent because previously you had a triple on (4,5,6) xD
  6. 00:23:808 (1,3) - This jump is really unfitting with the slow part's atmosphere imo, a symmetrical jump like this would play better I think:
  7. 00:26:194 (1) - Curve this upward (because your next (2) is curved downward)?
  8. 00:28:580 (1) - Add whistle on slider's start here as well? The vocal indiffers with the vocal on your previous (2,3) >_<
  9. 00:37:444 (5,6,7,1) - Please unstack (6,7) from (5,1), they look really weird on play mode o.o
  10. 00:43:921 (x) - Add circle here - there shouldn't be any clap on (3)'s end, clap should belong here :3 (you could just stack this below (3)'s end, though)
  11. 00:51:762 (4) - This slider's overlap with (5) doesn't look good in play mode imo, standard curve like this will play better and reduce clustering:
  12. 01:01:989 (2) - Remove the inherit section on slider's end here? Feels weird suddenly switching to soft-hitsample here o.o
  13. 01:10:342 (x) - (optional) Add circle here to continue the 1/2 triple?
  14. 01:12:217 (2) - Start the new combo here instead on (1) because of the downbeat
  15. 01:23:126 (2) - Add finish here, to accompany the song's cymbal?
  16. 01:27:217 (5) - As there's a slowdown here, it's best to put a new combo here (although it's not a must - .85x isn't that hard to catch imo)
[Thanatos]

  1. 00:06:080 (1) - Add finish on slider's end as you have a finish already on the song's first circle~
  2. 00:18:012 (3,4) - Why these notes overlapped by (2)? imo it's best not to overlap these two, for example by creating antagonistic-looking slider like this:
  3. 00:22:273 (4) - (optional) imo it's better to remove the clap on slider's start here, let the song's drums do the magic by itself~ (with clap will be too noisy, I think)
  4. 00:22:785 (5,6,7) - At first they looked like a triple for me, just my eyes though >_<
  5. 00:24:830 (3,1,2) - Why don't you start the custom claps from here? Really, the song's damp clap sound appears on (1)'s end and (2)' start here :3
  6. 00:35:569 (4) - Move 1/4 after? With your previous slider's existence, it feels weird having the downbeat here unmapped xD
  7. 00:36:421 (2,3,4,5,1,2) - This might be personal, but I really recommend to dramatically decrease the spacing on (5,1,2) - looks great with your AR8!
  8. 00:45:967 (2,3,4) - (optional) Unstack? Kinda looks weird in play mode >_<
  9. 00:56:194 (8) - Add the new combo here instead on your next (1) - just take a quick look at the downbeat here :3
  10. 00:58:069 (5) - I don't really get the rhythm here, to be honest... Why not using a single circle on 00:58:239 (with no hitsound) instead?
  11. 01:17:671 (2) - Add finish here, as there's a finish on your previous 01:06:762 (1)
  12. 01:18:353 (3,4,1,2,3) - This pentagon definitely can be arranged tidier - in this case, you only need to move (4,1,2) more to the upper-left xD
  13. 01:25:512 (2,3,4) - Stack (3) to (4) instead? I feel the song should be like that, it's not a good idea to stop (2) from moving because it doesn't really fit the vocals >_<
  14. 01:27:558 (x) - Add a circle here? 3/4 delay between notes isn't that friendly imo, plus actually there's a hi-hat here :3
  15. 01:29:092 (4,5,6,7) - (optional) The ending could be made more attractive rather than just stacks imo (a jump like on Orpheus Telos would do good here), but of course this is purely optional~
[Orthrus]

  1. 00:05:569 (5,2,3) - Hmm, why not stacked perfectly? Moving the previous (1) to x:24 y:44 so (2,3) can be stacked perfectly isn't that hard, though >_<
  2. 00:12:217 (2) - Add finish also here - the cymbal from the song needs to be accompanied with a splash from the hitsound :3
  3. 00:20:739 (1) - Start the spinner 1/2 or 1/4 after your previous note? Starting 1/1 after doesn't really follow anything imo...
  4. 00:20:739 (1) - Also with this spinner, I suggest to add clap to the spinner as Haku did on his diffs (:
  5. 00:28:580 (6) - reeeeeally minor stuff here, but rotate this -1° selection centre and move one grid up for better symmetry? xD
  6. 00:32:671 (3) - (optional) Remove the whistle on slider's end? There's no vocal there, I think it's better to remove it to emphasize the clap on your next circle~
  7. 00:42:557 (4,5,6,7) - Tilt these four? I personally think it would be more fancy rather than just a diamond imo:
  8. 00:58:239 (5,6) - Because the vocal goes high on (5), I think it will be much better if the whistle on (6) is moved to (5) :3
  9. 01:16:308 (3) - I think the vocal on 01:17:160 is strong enough not to be mapped, perhaps arrange like this so you can put a circle on 00:17:160 stacked under this slider's end?
  10. 01:17:671 (1) - Add finish here? (as you already have a finish on 01:06:762 (1)'s start)
  11. 01:22:103 (x) - Add circle here, on x:256 y:256? I personally feel (1,2,3)'s rhythm shouldn't be discontinued, and a note here will continue the rhythm :3
  12. 01:22:785 (2) - Add finish on slider's repeat? The vocal is strong enough, plus there's a fainting cymbal sound from the song, actually xD
  13. 01:25:512 (2) - (optional) Remove the clap here? It can somehow emphasize your clap on (3)~
[Orpheus]

  1. 00:05:739 (3,1) - Considering your previous (6) had a finish to accompany the song's cymbal, it's not a bad idea to add finish on (3)'s end and (1)'s start as well I think :3
  2. 00:10:853 (2) - (optional) CTRL+J this slider, so this slider's second half will point at (1)'s end? Flows better this way imo~
  3. 00:14:603 (1) - In any way, it's best for me to split this slider into a circle + 2/1 slider rather than a 3/1 slider - 3/1 just feels kinda forced >_<
  4. 00:21:592 (1) - Start the spinner on 00:21:847? Therefore, you can add a short 1/2 slider here to fit the drums~
  5. 00:28:921 (3) - Again, I feel the rhythm is very forced here - the song restarts on 00:29:262 instead. Try this arrangement?
  6. 00:33:012 (4) - Minor stuff, move the first red waypoint more downward so this slider's Z-shape is more emphasized?
  7. 00:43:580 (3) - (optional) Rotate this 90° counter-clockwise? I just personally disliked the majority of the vertical arrangement here, I think you can use horizontal arrangement here for variation~
  8. 00:55:853 (1,2) - I don't think 3/2 gap between notes is intuitive enough for beginners, considering this is your easiest difficulty... You can add a circle 1/2 before (2) if you want, but of course it's not a must (:
  9. 01:03:694 (3) - (optional) Move this to x:340 y:260 to make a blanket here? It plays better before the spinner, really :3
  10. 01:12:217 (3) - Add finish on slider's start here to accompany the cymbal's sound? Also, the new combo should be here as the vocal goes strong here xD
  11. 01:17:330 (5) - It feels really weird here, because you're not mapping the big note on the downbeat (01:17:671 (1)) - this arrangement should be enough:
  12. 01:29:092 (3) - (optional) Add clap also on slider's start? (would be fancy because the silent on (3)'s end will be emphasized :3)
That's it~
I'm quite worried about Asura's objects structure actually, other diffs are ready to go imo~

Star again~ (because this map has improved a lot since the last time I modded it) - Good luck HakuNoKaemi :3
Topic Starter
HakuNoKaemi
Offset rechecked, the 1st one actually sounded earlier... and I moved it.

the rhythm guitar fade in by volume from 1/4 before the guitar, while the lead in do start in white tick. If you hear closely, the lead guitar notes start in the white tick ( especially because (2) is in the correct place, too because (1) ).

Remember that wet notes should be offsetted on its peak and not on it's 1/4 (in fact, dry beats are offsetted a few ms after, because they got their peak at about 1/20 of their duration

So I should've settled the offset problem now...

I losed the Pen of my Bamboo....
35€ are just wtf for a pen.... but....

Not written=completely accepted

[Orpheus]

  1. 00:14:603 (1) - It's not exagerately forced (still reasonable), and I'm pretty borderline ... (3,00) ( though I can say it's more forced than almost all of the map)
  2. 00:21:592 (1) - I like the spinner a bit longer in this case, and it could be a bit difficultier, as this wasn't an harder part( I did put more emphasis on kiai and prekiai)
  3. 00:28:921 (3) - actually, 00:29:262 do have the same sound as here...
  4. 00:55:853 (1,2) - the fact (1) end on there + drum snare. and (2) star on "no" + drum snare should make this at least slightly readable (plus borderline)
  5. 01:12:217 (3) - Thank for the finish, though the NC are based on phrase in general, not the strongness of voice...
  6. 01:17:330 (5) - It'll feel less playable that way because I'll basically drop the "passage point" of lyrics-drums (the combo before did pass from drum to voice (01:15:640 (4,1) - I'm going)) . While the other way will be a bit hard too play and will make me go overlimit)
[Thanatos]

  1. 00:22:273 (4) - I do prefer let hitsounds work for me though u.u
  2. 00:22:785 (5,6,7) - The way I mapped shouldn't let you ever think it's overmapped, though...
  3. 00:35:569 (4) - uhm, it will be overmapped, it's true I undermapped though... though the idea is (2,3) and (4,5) following a symmetric part and having symmetric hitsounds
  4. 00:56:194 (8) - uhm, let not change color at the end of the lily >.<
  5. 00:58:069 (5) - I'm following drums with sliders (to simi-follow vocals)
  6. 01:18:353 (3,4,1,2,3) - wasn't to be fixed like that ._.
  7. 01:25:512 (2,3,4) - Unstacked only(2,3), the (3,4) Stack isn't any better >.<
_Kiva has modded his diff

updated..
should make Armin mod his diff and end Orpheus Telos mod

without Tablet I'm slower

much slower

[Orpheus Telos]

  1. 00:08:296 (3,4,5) - manual stacked so there is no overlap
  2. 00:22:955 (2,3) - wait, wha?
  3. 00:31:308 (2) - Won't delete the note, though
  4. 01:02:330 (7) - Won't NC unfittingly .
  5. 01:06:762 (1) - Normalised, though the 1/8 notes is certainly non-present here...
  6. 01:12:217 (4) - Finish on slider's start here, to accompany the cymbal from the song?
  7. 01:25:342 (2,3) - There is a large difference in pitch here.
Topic Starter
HakuNoKaemi
offset's now perfect.
the start is a fade in, so I synched the actual only note that I could synch during the fade ( aka it's end ) and the rest of the song

1322 IS correct now.
Different tech used, there's no need to use a BPM of +0.006 because:
1) It's really much more difficult to use such a number
2)Last note is only 2ms later.
and it'll be off.
Makar
Hey, Mod4Mod for http://osu.ppy.sh/s/54965 ~

[General]

  1. The difficulty names do not really express difficulty level, and since the star ratings are matching it's even harder to tell :< this can be a problem in multiplayer matches.

[Orpheus]

  1. You have a looooooot of unsnapped notes, please resnap :<
  2. This SV is a bit too slow, but that would be hard to change now so note it for future maps. A general rule of mine is to always use 1.0 spacing (or close to it) on an easier diff, and adjust the SV to how you like the spacing (being sure it isn't too fast or too slow (too slow would make 1/1 notes overlap, which looks ugly)). The reason for 1.0 is so that your mouse moves the same speed on sliders as it does between circles (the distance traveled is the same). It can throw newer players off if they have to zoom across a slider and then slow down to press some circles.
  3. 00:00:635 (1) - You really should make this a 1/1 slider and add a note at 00:01:322 to emphasize that big downbeat.
  4. 00:11:885 (1,2) - Swap new combo? Not sure for you reasoning for using the NC early here when that slider is really asking for one xD
  5. 00:14:612 (1) - Start this on the big downbeat and shorten it by 1/1, and add a circle where it used to be. This is awkward to play and inconsistent.
  6. 00:54:498 (4) - Remove the clap at the end, it's inconsistent and unfitting ._.
  7. 01:02:851 (1) - It's very hard to start on red ticks like this... especially when its just a stacked note. An easy thing to do would be to make 01:02:339 (4) a slider that ends here instead.
  8. 01:17:339 (1) - Again, very awkward to play, there is nothing on the downbeat either when the music clearly calls for it..

[Orthrus]

  1. Once again, lots of unsnapped notes.
  2. 00:06:947 - there really should be a note here for consistency in the previous phase of the music.
  3. 00:12:401 - ^
  4. 00:23:140 - The Fast SV here really doesn't fit the music compared to the diff. I highly suggesting making a slow-down section here with lower SV.
  5. 00:28:589 (6) - The speedup in SV really doesn't fit... Btw the end is unsnapped.
  6. 01:21:601 (3) - I highly suggest moving this to a white tick and fill the notes to follow the drums instead of the vocals. This is very hard to read especially with this AR, and it's unexpected to have a note there since there is nothing in the music to let the player know how the vocals go.

[Thanatos]

  1. I have nothing major to point out, but in general some of your 1/2 sliders seem like they are there just to "be there" if you know what I mean. The locations of them don't really make much musical sense. For example: 01:27:060 (8) - should start on 01:26:890 (7) instead so the sliders start on the accents (clap pattern) instead of being placed randomly.

[Asura]

  1. Again, 1/2 placement seems very inconsistent and hard to read because it's kinda out of place orz.

Orpheus Telos]

  1. 00:39:589 (1) - This spinner and unexpected and very short, It doesn't fit very well either and hard to 300 on it orz. Use a slider instead please
  2. 01:04:049 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - This is definitely overmapping where you shouldn't be. If you want to bring out the accents I suggest using Jumps instead ._.

Erm... Goodluck with this
Topic Starter
HakuNoKaemi

Makar wrote:

[General]

  1. The difficulty names do not really express difficulty level, and since the star ratings are matching it's even harder to tell :< this can be a problem in multiplayer matches.
They're Persona names of the game. Especially Orpheus,Thanatos and Orpheus Telos are actually the protagonist Persona.

The difficulties are on the correct order though ( Easy - Normal - Hard - Hard - Insane )
I changed the timing some times, so notes are unsnapped... so thank for highlighting it

[Orpheus]

  1. Actually, a novice player doesn't even usually expect he should click following music.
  2. 00:00:635 (1) -no need to empathize a guitar note though, the guitar is empathized by the tick, and the end of a slider empathize much more than a hit circle.
  3. 00:14:612 (1) - If I was to be completely consistent in all map, this was at east a 4 star difficulty. I'm more consistent during the voiced part.
  4. 01:02:851 (1) - And abandon completely the consistency? just no. i made the easy be more consistent on some parts only, and discarded most of it
  5. 01:17:339 (1) - There more then only the music calling it: avoiding too many 1/2 consecutive notes( 3 or 4 here ), avoiding the star rating passing 3, using some easy rhythm ( it isn't really to just know I used a slider to follow the overall mix/list]

[Orthrus]

  1. 00:06:947 - He's respecting guitar, though he is a symmetry mapper, and that shouldn't be hard to see
  2. 00:12:401 - ^
  3. 00:23:140 - I will refer this, he arleady refused what I won't refer.
  4. 00:28:589 (6) - It's a "corrective" SV change... a 0.05 change is seriously little to call "SV change"
  5. 01:21:601 (3) - The fact 01:22:117 (x) - isn't here is hard to read. That's easy to read if you know the symmetry and the fact the last slider and note followed voice.
will refer what I said I will refer... (the mapper's of the GDs are credited in the starting post/map info.)


[Thanatos]

  1. I have nothing major to point out, but in general some of your 1/2 sliders seem like they are there just to "be there" if you know what I mean. The locations of them don't really make much musical sense. For example: 01:27:060 (8) - should start on 01:26:890 (7) instead so the sliders start on the accents (clap pattern) instead of being placed randomly.
They aren't placed randomly, notice the in-pattern symmetry plus the music STOP at the end of it.(and start in the note after)
I'm not following voice there, I'm following drums mostly, so expect that sliders are placed differently than how you would place them following music.

Orpheus Telos]

  1. 01:04:049 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - This is definitely overmapping where you shouldn't be. If you want to bring out the accents I suggest using Jumps instead ._.

it's not a fastidious overmapping, and it have musical sense ( think of the guitar chords vibrating or so), plus it's actually really invisible, but the chord he's playing (the guitarist), is played in a manner they sound like a stream. but it's difficult to explain, and neither somthing you can know with a few plays.
[/quote]
those
[General]
  1. Consider creating a custom sliderpoint10.png and sliderpoint30.png that is fitting of the skin.
  2. Maybe it's your hitsounds, maybe it's your offset, but S:C1 clap is awfully off time on some of the objects, as well as the S:C2 clap.
[SB]
  1. Some words are unnecessarily capitalized in your storyboard images, unless there's some sort of reason?
  2. 00:37:969 - "it's" should read "its".
  3. 01:08:651 - "endless" is one word and should be contained in one image.
  4. 01:12:060 - I can't really hear "feel so alive" here, what's your lyric source?
  5. 01:23:140 - No fade in sequence.
  6. 01:29:958 - No fade out. Perhaps intentional here.
[Orpheus Telos]
  1. 00:32:515 (3) - Can be made better.
  2. 00:59:787 (2,3) - 5.28x spacing, less than 200ms. You're looking for symmetry here, but this kind of spacing is kinda meh.
  3. 01:02:344 (7) - Although slider tick can tell how fast this slider goes, the sv and spacing for 01:02:344 (7,1,2) - isn't that fitting.
  4. 01:04:049 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6) - I'm not sure how this is mapped to the music, since I really only hear 1/2 rhythms.
[Asura]
  1. 00:22:287 (8,9,10,11,12,13) - Not really liking the configuration.
[Taiko]
  1. Default slider tick rate to 1.
  2. Default circle size.
  3. Background image has the taiko bar a few pixels too high.
  4. Can't really say too much about the mapping. There are places in the map where I felt could have used some more notes, but it may or may not throw off the over quality of the map, due to the nature of the song.
[Thanatos]
  1. I'm confused about your usage of 3-object patterns and their spacing. When do you use 00:14:617 (1,2,3) - ? 00:22:799 (5,6,7) - ? 00:35:583 (4,5,1) - ?
  2. 00:28:594 (5) - See if you're able to able to make this slider have a whole in the middle to fully distinguish the looping.
  3. 00:37:458 (5,1,2,3) - Not really sure if I can agree with this kind of spacing. Much better if you spaced them out.
  4. 00:49:049 (2) - Clap the slider head, right?
[Orthrus]
  1. 00:20:498 (1) - Remove new combo spinner, obvious continuation of 00:20:071 (3) - .
  2. 00:38:140 (1,2) - Best if sliders were symmetrical since it feels like that's what your intention was, and there isn't much point in making last slider node (1) into an anchor.
  3. 01:13:594 (1) - As the above.
  4. 01:28:679 (1) - Remove new combo spinner, obvious continuation of 01:28:594 (3) -
[Orpheus]
  1. 00:08:140 (2) - Slider looks rather chunky because the angle formed at the anchors is too large. Make them a little closer to a straight angle for better effect.
  2. 00:27:231 (2) - Clap the slider head, right?
  3. 00:36:776 (2,1,2,3) - Not so appropriate in the easiest diff of the set. There may be around 700ms of time between each object, but that amount of time flies by really quickly for beginner players.
  4. 01:02:856 (1,2) - 1/2 spaced objects generally considered too fast for the easiest diff. I would consolidate these two objects into a single slider.
  5. 01:16:322 (1,2,3) - Try making these three objects into a single slider.
  6. 01:17:344 (1,2,3) - Not so sure this exact rhythm pattern is accurate or best. There seem to be many alternatives that may be better but only use 1/1 sliders and circles.
  7. 01:27:912 (1,2,3,4,5) - Make (1) into a circle. Starting 01:28:594 - , use three 1/2 sliders in time with the music.
Topic Starter
HakuNoKaemi
The rest is accepted

those wrote:

[SB]
  1. Stylizing reasons. Lie how titles are usually a have some capitalized words
  2. 01:08:651 - Is this a rule? It doesn't seem to me. End~less seems better cut in two images
  3. 01:12:060 - this, I made some memory errors though(corrected)
  4. 01:29:958 - It's intentional like you said.
[Orpheus Telos]
  1. 00:59:787 (2,3) - Looking for symmetry ok. The jump is actually justified by the vocal.
  2. 01:02:344 (7) - Well, (7) does fit good, you can "lament" (2), but it does hold the note, so the sv changes are justified, NC to (2) (removed to (1) and different jump should fit a bit more.
  3. 01:04:049 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6) - In fact it's overmapped, But it does fit.
[Thanatos]
  1. I'm confused about your usage of 3-object patterns and their spacing. When do you use
    00:14:617 (1,2,3) - They all follow the same instrument-line
    00:22:799 (5,6,7) - ^, and the stack is done at the other way to preserve blanketing. though I preferred to spread those.
    00:35:583 (4,5,1) - Should be easy to find that (1) having a NC and being a slider and following vocal means that this is a different line from (4,5). See how (1) start from a vocal.
  2. 00:28:594 (5) - You did mean more circular? You can actually really see the looping easily with at least 2 sliderstlyes (peppyslider and mmslider2)
  3. 00:37:458 (5,1,2,3) - Much better if I DON'T space them out. No one using antijumps doesn't means no one shall use them. I use antijumps in those cases when the music feel "slowed"
  4. 00:49:049 (2) - You mean Finish? the Clap is that Bass-drum like sound.
[Orthrus]
  1. 00:38:140 (1,2) - Armin does have a different slider-making style. It's still symmetric if you Ctrl+H. Without the red point it isn't.
  2. 01:13:594 (1) - As the above.
[Orpheus]
  1. 00:08:140 (2) - I like them better with a larger angle.
  2. 00:27:231 (2) - The clap is after that point.(red tick)
  3. 00:36:776 (2,1,2,3) - The beginners I asked to play this said "they didn't even feel it, because it felt really natural".
  4. 01:02:856 (1,2) - You can actually use 1/2 object in easies. Plus this isn't that hard.
  5. 01:16:322 (1,2,3) - It won't play natural.
  6. 01:17:344 (1,2,3) - It is a star-lowering pattern that make the player break from those 1/2 before. they follow the principal snares.
  7. 01:27:912 (1,2,3,4,5) - the (1,2) do follow vocal and pass to drums.
thank for the mod
Kuria
m4m stuff :3

SPOILER
07:08 HakuNoKaemi: : uh?
07:09 HakuNoKaemi: : Hihi! :3
07:09 Kuria: : oh, youre there :)
07:09 HakuNoKaemi: : need help^
07:09 HakuNoKaemi: : ?
07:09 Kuria: : just wanna ask, are you accepting mod request these moment?
07:09 Kuria: : yeah >_<
07:09 HakuNoKaemi: : oki
07:09 Kuria: : ah, great!
07:10 Kuria: : then, this map^^
07:10 *Kuria is listening to (Goku Rakujokai - Oato ga Yoroshikutte... Yo! (TV Size))[http://osu.ppy.sh/s/56404]
07:11 Kuria: : thanks in advance :)
07:11 HakuNoKaemi: : I usually like asking a m4m in change for an higher priority, would you mod one of mine too?
07:11 Kuria: : which map?
07:12 *HakuNoKaemi is editing (Shuhei Kita - Soul Phrase)[http://osu.ppy.sh/s/28856]
07:12 *Kuria is listening to (Shuhei Kita - Soul Phrase)[http://osu.ppy.sh/s/28856]
07:12 Kuria: : ill try :3
07:13 Kuria: : popped bubble?
07:13 HakuNoKaemi: : yes
07:13 HakuNoKaemi: : popped by charlie who wasn't to be found anywhere after popping
07:14 Kuria: : lol
07:14 HakuNoKaemi: : I tried contacting him, but nothing
07:15 Kuria: : is he gone or just ignoring all the messages?
07:15 HakuNoKaemi: : just ignoring, I guess
07:15 Kuria: : =3=
07:15 HakuNoKaemi: : he just can0t be talking at modhelp and afk at the same moment
07:15 HakuNoKaemi: : *can't
07:16 HakuNoKaemi: : anyway, how you found me ?.?
07:17 Kuria: : through pending thread
07:17 Kuria: : xP
07:18 Kuria: : mmm if you dont mind
07:18 Kuria: : i wanna mod your map irc is it ok?
07:19 HakuNoKaemi: : oki
07:19 HakuNoKaemi: : remember to save the log after
07:19 Kuria: : k
07:22 Kuria: : techical issue first
07:23 Kuria: : i found a bit many error pointed out through AIBAT, such an incosistency of countdown for each diff, letterbox, etc
07:24 HakuNoKaemi: : only inconsistency is cobo colours
07:24 HakuNoKaemi: : *combo colours
07:24 HakuNoKaemi: : When you did download the map?
07:24 Kuria: : since yesterday
07:24 Kuria: : updated already
07:25 HakuNoKaemi: : http://puu.sh/PhRy < that's the only inconsistency it show to me >:<
07:27 Kuria: : http://puu.sh/PhTr this is what i found on aibat xP
07:27 Kuria: : i think ill try re dl it again
07:27 HakuNoKaemi: : I checked http://puu.sh/PhU5 in all diffs
07:28 HakuNoKaemi: : ah, delete old diffs
07:28 HakuNoKaemi: : (I changed some diffs name)
07:28 Kuria: : o3o
07:29 HakuNoKaemi: : you had downloaded it time ago, and redownloaded it yesterday, probably
07:31 Kuria: : ok, fixed now :3
07:31 Kuria: : mmm, consider make the lead-in into 2sec?
07:32 Kuria: : 1,6sec is enough though, but i think it will be not for the others >_<
07:32 HakuNoKaemi: : 1635+635 is the real lead in
07:32 Kuria: : yeah, i know
07:33 Kuria: : just in case that ppl that need a bit longer time to prepare
07:33 Kuria: : for the*
07:33 HakuNoKaemi: : 2 seconds it's enough ...
07:33 Kuria: : okay then
07:33 Kuria: : ill start from orpheus
07:35 Kuria: : since your map is already bubbled and have a plenty of a good mod (niva's, makar's, etc), maybe i'll unable to pointing many stuff, so please forgive me for
07:35 Kuria: : that >_<
07:35 Kuria: : ill try to pointing out a pattern that i feel uneasy instead
07:37 Kuria: : 00:08:135 (2,1) - hmmm, about this 2 slider, i found that this is the only sliderpattern that seems different with the other similar pattern
07:38 Kuria: : why not change the shape into curved instead?
07:38 Kuria: : since i saw many of the slider shape that you using on the similar stanza are using curved
07:39 Kuria: : same goes for 01:09:157 (6) - , that i think it would be better if you make it into "S" shaped slider :3
07:40 HakuNoKaemi: : I can try something like this http://puu.sh/P75M
07:40 HakuNoKaemi: : http://puu.sh/Pi71
07:40 Kuria: : flower.mp3 o.o
07:41 HakuNoKaemi: : wrong link >.<
07:41 Kuria: : lol ok
07:41 HakuNoKaemi: : Anyway I would started linking my covers sometime anyway XD
07:41 Kuria: : ah, this is good one
07:41 Kuria: : 00:06:771 (1) - almost out of playfield, is this ok? o.o
07:42 Kuria: : still reachable thoough, ppl will not notice it when playing
07:43 Kuria: : 00:14:612 (1) - move the endslider up abit, it seem like it was not covering the previous slider perfectly enough imo
07:44 Kuria: : 00:38:135 (1,2,3) - kinda tricky one :3
07:46 Kuria: : but the comboburst make it still readable, so i think it's ok for now
07:46 HakuNoKaemi: : It's not out of playfield
07:46 Kuria: : almost~
07:46 Kuria: : http://puu.sh/Picg
07:48 Kuria: : at least make the startpoint still inside the playfield
07:48 HakuNoKaemi: : testplay and see >.<
07:48 Kuria: : already
07:48 Kuria: : that's why i said will not recognizeable while playing :3
07:48 Kuria: : it*
07:49 Kuria: : just take it as consideration^^
07:49 HakuNoKaemi: : out of playfield means it's out of the reachable part
07:49 Kuria: : i see
07:50 Kuria: : then, ill go to the next part now
07:50 HakuNoKaemi: : so, you should see if it go under the HP bar
07:51 HakuNoKaemi: : (but I think I should have corrected most of those errors so far
07:51 HakuNoKaemi: : )
07:51 Kuria: : k
07:52 Kuria: : 01:02:851 (1,2) - i think a 1/4 beat pattern here is a bit hard to play for the beginners, considering this as the easiest diff currently o.o
07:52 Kuria: : eh, wait
07:53 HakuNoKaemi: : ?,?
07:53 Kuria: : 1/2 beat
07:53 Kuria: : (lol me still confused with the 1/2, 1/4, 1/6 things orz)
07:54 HakuNoKaemi: : 01:04:129 (1) - < moved it 1/4 before
07:54 HakuNoKaemi: : it's just cosmethics, though
07:54 Kuria: : hmm
07:54 Kuria: : still acceptable, ok
07:55 HakuNoKaemi: : oh, rollbacked, I did follow the bass hit to start the spinner, so returned were it was before
07:55 Kuria: : kay
07:56 Kuria: : can we continue this?
07:56 HakuNoKaemi: : yep
07:56 Kuria: : 01:09:157 (6) - make this shape into S like what i suggesting before :3
07:57 Kuria: : since it have the same shape as the first one
07:57 HakuNoKaemi: : 01:07:112 (3,4,5) -
07:57 Kuria: : i see
07:58 Kuria: : kay :3
08:00 Kuria: : 01:17:169 (4,1) - i think you want to try following the drum voice here to make it consistent on the beat placement, but afterall, this is still easy diff, and i
08:00 Kuria: : think forming the pattern like this are really hard to play by the beginners too
08:00 Kuria: : why not start the 01:17:339 (1) - from 01:17:680 - instead?
08:01 Kuria: : but if you follow this, you need to rearrange the next pattern too after this slider
08:02 Kuria: : or i can suggest you to change 01:17:169 (4) - notes into 1/2 slider
08:02 Kuria: : from 01:17:169 - until 01:17:339 -
08:02 Kuria: : and then start the next slider 01:17:680 -
08:03 Kuria: : it wil be more easy to play for the beginners imo^^
08:04 Kuria: : if you follow my suggestion, i highly suggest to adding the finish sound for 01:17:339 (1) - slider on the startpoint :3
08:05 Kuria: : since it will be start from 01:17:680 - , it was really match to adding the finish
08:05 Kuria: : uhmm, are you still there? o.o
08:06 HakuNoKaemi: : http://puu.sh/Pivp
08:07 Kuria: : roger
08:08 HakuNoKaemi: : http://puu.sh/Pixd
08:09 HakuNoKaemi: : (I manually stacked (2) because it'll stack anyway like this, so I don't lose the blanket
08:10 Kuria: : k
08:11 Kuria: : (seems different from what i meant though >_<)
08:11 Kuria: : ill continue~
08:11 HakuNoKaemi: : It's still mapped like before
08:11 Kuria: : yeah
08:11 HakuNoKaemi: : since the slidertick is on an ex hitcircle
08:11 HakuNoKaemi: : it sound the same
08:11 HakuNoKaemi: : and it's doable since it's soft
08:12 Kuria: : okay
08:12 Kuria: : then
08:12 Kuria: : 01:26:885 (3) -
08:12 Kuria: : i think it was supposed to be play from 01:26:714 - instead
08:13 Kuria: : yeah, it was true
08:13 HakuNoKaemi: : 01:26:203 (2) -
08:13 HakuNoKaemi: : I think most people will think that it'll follow the same thing as it
08:14 Kuria: : what do you mean? o.o
08:14 HakuNoKaemi: : 01:26:885 (3) - hear the drums
08:15 Kuria: : ah, i see
08:15 Kuria: : but why repeat slider? :o
08:15 Kuria: : i hear the drums are played until 01:27:055 -
08:15 Kuria: : according to my ears lol
08:16 HakuNoKaemi: : because 3 1/2 hit circles are worser?
08:16 Kuria: : not at all i think
08:16 Kuria: : well, if you dont wanna change it, it's ok
08:17 Kuria: : imma continue to the next diff if youre done :3
08:18 HakuNoKaemi: : I'm done
08:18 HakuNoKaemi: : Asura and Orthrus are not mine (if you played Persona, names of mine diffs are protagonist Persona)
08:19 Kuria: : k
08:19 Kuria: : then, ill mod your diff only, is it ok?
08:19 HakuNoKaemi: : ok
08:19 HakuNoKaemi: : mod the rest in the post
08:19 Kuria: : kay xD
08:21 Kuria: : 00:20:407 - expected to be a spinner from here orz
08:22 HakuNoKaemi: : how ? I wouldn't expect it that much >.<
08:22 Kuria: : lol
08:22 Kuria: : maybe just me
08:22 Kuria: : also
08:22 Kuria: : 00:16:146 (6,7) - is this unstacked notes are intentional
08:22 Kuria: : ?
08:23 Kuria: : im also see it on some other similar pattern too
08:23 HakuNoKaemi: : they're stacked manually
08:23 Kuria: : it was like this http://puu.sh/PiMK
08:23 HakuNoKaemi: : since (6) would stack over (7), i did the other way
08:24 Kuria: : i see
08:24 Kuria: : why not stack (7) on (6) endslider with 0,0 DS instead?
08:25 Kuria: : not much chage though, so just forget it >_<
08:25 HakuNoKaemi: : I prefer to be stacked like this, i would destroy the blanketing if I did everytime like this
08:26 HakuNoKaemi: : don't be afraid of this though, since most modders don't usually know this
08:26 Kuria: : lol
08:26 Kuria: : but i know :D
08:27 Kuria: : k ill continue
08:27 Kuria: : 00:57:396 (3,4,5) - make it like this? http://puu.sh/PiPG
08:27 Kuria: : flowed better imo
08:28 HakuNoKaemi: : I like better in the inner part than in the outer
08:28 HakuNoKaemi: : seems more like a bow
08:28 Kuria: : kay
08:29 Kuria: : next diff
08:32 Kuria: : @_@
08:33 Kuria: : the hitcircle and combo colors are blend with the video
08:33 HakuNoKaemi: : there are some crazy things *start whistling*
08:33 Kuria: : also why CS3? o3o
08:33 HakuNoKaemi: : though with the skin hitburst isn't hard to see undercircle notes >,<
08:34 Kuria: : no, the problem is the combo color instead orz
08:35 Kuria: : 01:19:555 (1,2,3,4,5) - yellow
08:35 Kuria: : consider change the combo color order \o\
08:36 HakuNoKaemi: : the BG is green/red
08:36 Kuria: : you need to consider for the player who want to play with video too o3o
08:37 HakuNoKaemi: : which parts?
08:37 Kuria: : the one that i mention above
08:37 Kuria: : 01:19:555 (1,2,3,4,5) -
08:37 HakuNoKaemi: : (the Video BG color is Green/Red there
08:38 HakuNoKaemi: : the dog?
08:38 Kuria: : looks like it
08:38 Kuria: : although 80% are green
08:39 Kuria: : the place that you put the beats are the one that still consist the yellow color
08:39 Kuria: : also this 01:21:089 (1,2,3) - @_@
08:40 Kuria: : lets aside this for now
08:40 HakuNoKaemi: : the red is really different
08:40 HakuNoKaemi: : though I can just jump yellow there
08:41 Kuria: : different story when you actually play it
08:41 HakuNoKaemi: : though I still don't see problems >.< http://puu.sh/Pj4c
08:42 Kuria: : kay
08:42 Kuria: : imma continue
08:42 Kuria: : 01:03:532 (2,3,4,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6) - o3o?
08:42 HakuNoKaemi: : It isn't so hard, as I'm using a grey border
08:43 HakuNoKaemi: : Ah, that's hard
08:43 HakuNoKaemi: : though I can't pretty much think something less "epic"
08:43 Kuria: : why not make this jump intead of stream? xP
08:44 Kuria: : i dont see any reason to add 1/4 notes here when you dont hear any 1/4 beat at all on that part
08:44 HakuNoKaemi: : 3 sliders would be easy and jumps would be nosense if not used where I'm arleady using them
08:45 HakuNoKaemi: : I can't thing nothing better for now
08:46 HakuNoKaemi: : I can still make the Jump after the stream longer, though
08:46 Kuria: : im thinking about something like these http://puu.sh/Pj8L
08:47 Kuria: : well, if you still dont want to change this, it's ok
08:47 Kuria: : hmm
08:48 Kuria: : ok, i think that's all for now
08:48 Kuria: : i'm not see any awkward parts besides all of all i mentioned above :3
08:48 Kuria: : what*
08:49 Kuria: : you still there?
08:52 Kuria: : o.o
08:54 Kuria: : imma browsing for a while till you poking me then~
08:54 HakuNoKaemi: : just three simple slider
08:54 Kuria: : lol
08:54 HakuNoKaemi: : though I liked better if I could use slider tick rate four there
08:54 HakuNoKaemi: : http://puu.sh/Pjh3
08:54 HakuNoKaemi: : simple 1.25x slider
08:54 Kuria: : ah, this one is pretty
08:55 Kuria: : ill mod the other 2 diff later :3
08:55 HakuNoKaemi: : I though that more than 1.25x of speed would got peoples angry
08:56 Kuria: : well, it's not if you place it on the right timing
08:56 Kuria: : like when the song pace are somewhat became faster or some else
08:57 Kuria: : btw, imma not mod the taiko diff, since i cant mod taiko orz
08:57 Kuria: : sorry for that T_T
08:59 HakuNoKaemi: : the skin sliderpoint 10 e 30 are uploaded?
08:59 Kuria: : ?
09:00 HakuNoKaemi: : (see in the folder if you have "sliderpoint10.png" and "sliderpoint30.png"
09:00 Kuria: : ye
09:02 HakuNoKaemi: : http://puu.sh/P75M < anyway, one of the two voice is me
09:02 HakuNoKaemi: : the one that seem registered
09:03 Kuria: : ahah
09:03 Kuria: : haku, are you done?
09:03 Kuria: : i'll post this when you're done~
09:04 HakuNoKaemi: : I did end
09:04 Kuria: : kay :3
09:04 Kuria: : sorry if it wasn't helpful to you at all >_<
09:05 HakuNoKaemi: : I did find something more thanks to you though
09:05 Kuria: : i see :)
09:05 Kuria: : thanks^^

i'll mod the the guest difficulty later~
Kuria
2nd part.

[Orthus]
  1. 00:00:890 (2) - uhmm, is this notes are supposed to be on 00:00:976 - , maybe you're mistaking or just place it unintentional before
  2. 00:00:976 (2) - also for this circles, i think it was a bit too up, almosttouching the hp bar. Maybe you can fix it by moving the position of 00:00:635 (1,2,3,5,6,7) - a bit
  3. 00:12:396 - add note here? I feel better with it on that part :3
  4. 00:59:271 (1,2,4) - make this three slider into normal curved slider instead? since i saw that almost the 1/2 beat slider are all with the normal curved shape
  5. 01:16:317 (3) - try to make the endslider end on the 01:16:828 - or 01:17:169 - (forming a new pattern)? To make it match with the song rhythm, i feel like the rhythm are kinda off if youre put the endslider on 01:16:998 - while i'm hearing the drum voice are actually getting loud on 01:16:828 - and 01:17:169 -
[Ashura]
  1. 00:05:067 (3,1,2) - lol, pretty fun with what you did in here, love it^^. But it seems that the endslider on the 00:05:067 (3,1,2) - (the reverse point) are not really symmetrical with the 00:05:067 (3,1,2) -
    try this:
    204,288,35237,1,8
    256,184,35578,1,8
    256,240,35748,1,8
    448,280,36089,6,0,B|392:312|288:280,1,140,8|0
  2. 00:19:555 - adding note here? seems much better imo
  3. 00:33:362 (3) - the upper part of this circle is overlapped by the hp bar, better move this down (along with the next 2 notes) :3
sorry if it was too few, but that all i can find for now
good luck with this map :)
Topic Starter
HakuNoKaemi

Kuria wrote:

2nd part.
I know, it's strange I'm fixing
Deleted=Fixed
[Orthus]
  1. 00:12:396 - It was suggested other times.. though there aren't symmetric ways to map it...
  2. 00:59:271 (1,2,4) - for that part, it stay's like this. If you link the first part of the slider it's a triangle
  3. 01:16:317 (3) - man, mantaining symmetry's hard, though i fixed
[Ashura]
  1. 00:05:067 (3,1,2) - wrong code 35578 is 00:35:578, the real one is with 5067, though rotated by -4°/-5°
-kevincela-
[Orpheus]

  1. 00:09:498 (1) - Sento un piatto venir suonato qui. Che ne dici di metterlo in risalto aggiungendo un finish all'inizio di questo slider?
  2. 00:12:226 (1) - Lo stesso viene applicato qua
  3. 01:03:703 (3) - Che ne diresti di aggiungere un soft finish alla fine dello slider? Secondo me ci sta molto bene...
  4. 00:41:203 (1) - CTRL+H qui? Imho,il flow è migliore e più naturale con 00:40:521 (4) -.
[Orthrus]

  1. 00:16:487 (1) - Che ne dici di spostare la New Combo su 00:17:680 (3) - ? E' una cosa piccola,ma penso che attualmente questa impostazione sia più coerente di quella usata ora.
[Thanatos]

  1. 00:50:407 (4) - Che ne diresti di aggiungere un New Combo qui,seguendo così il drum nel bg?
  2. 01:10:862 (5) - Non so te,ma io trovo decisamente più naturale il flow tra lo slider 01:10:180 (4) - se questa nota se messa a x:128 y:280. L'impostazione attuale va bene,ma trovo questa qui migliore parlando di flow.
  3. 01:18:362 (3,4,5,6,7) - E' piùche altro una cosa grafica,ma questo pentagono potrebbe essere migliorato. Cosa ne pensi di questo pattern?
    SPOILER

    332,212,77680,2,0,B|316:160|268:140,1,99.9999999999999,0|8
    236,236,78362,1,0
    136,228,78703,1,8
    112,132,79044,5,0
    204,88,79385,1,8
    284,148,79726,1,8
    Ho anche ruotato 01:17:680 (2) - per fixare il blanket con la nota successiva
[Asura]

  1. 00:15:635 (3,4) - I still don't understand why here you are using a different spacing from all the other patterns. I mean, this the only place in this first zone where you are using a 1.3~1,4 distance!
  2. 00:21:260 (4,5,6) - Honestly,I think this triplet fits quite bad here,but if you don't want to change anything here,that's ok.
  3. 00:52:794 (1,2,3) - What do you think on changing the pattern into this? I think this flows better than this setting
Orpheus Telos te lo modderò in seguito,ora sono mezzo assonnato,lol
Topic Starter
HakuNoKaemi

-kevincela- wrote:

[Orpheus]

  1. 01:03:703 (3) - Va un pò contro il modo in cui ho messo gli hitsound...
[Orthrus]

  1. 00:16:487 (1) - La più coerente mi pare spostarlo sul (2), la simmetria non ne risente ed è consistente... credo...
[Thanatos]

  1. 00:50:407 (4) - Sto seguendo maggiormente le liriche per gli NC
  2. 01:10:862 (5) - ho Ctrl+R lo slider così non ho un salto tanto lungo..
  3. 01:18:362 (3,4,5,6,7) - Non avevo inizialmente notato il codice e ho fixato con il Create Polygon Circles...

    [Asura]

    1. 00:21:260 (4,5,6) - Ha già rifiutato, diverse volte, e per me non sta poi tanto male... quindi non posso fare niente qui
Orpheus Telos te lo modderò in seguito,ora sono mezzo assonnato,lol
JudgeTheDude
Hi, from my modding queue.

[Lyrics]
00:39:498 Isn't it "It's always" instead of "its old ways" ?

Just checked Orthrus, the other diffs were too hard for me, sorry :(

Good luck for rank
wantuole
from my queue
lol, nothing find :?
easy is protect for me

good luck
kanpakyin
IRC modded!
Since charles have not been rechecking for at least a month, so I will go ahead and rebubble this.

IRC log
23:07 kanpakyin: [Orpheus]
23:09 kanpakyin: 00:16:998 (1) - How about adding a finish at the end of the slider?
23:10 HakuNoKaemi: did
23:10 HakuNoKaemi: I didn't remember to add it, thank :3
23:11 kanpakyin: 00:38:135 (1,2,3) - hum, I don't really recommend this kind of spacing in the easiest difficulty, it may
23:11 kanpakyin: confuses newbie imo.
23:12 kanpakyin: stack it?
23:13 HakuNoKaemi: I arleady made many newbie try it, and they said it felt "like it wasn't there"
23:13 HakuNoKaemi: (in the sense they did felt the slowdown)
23:15 kanpakyin: 01:17:169 (2,1) - Were you making this intentionally?
23:17 HakuNoKaemi: it was a bit different before ( as the slider before was in a place the blanket got destroyed )
23:17 HakuNoKaemi: anyway, it's the same as the normal stack
23:17 HakuNoKaemi: should stack normally?
23:18 HakuNoKaemi: (and I did it to check the blanket)
23:18 kanpakyin: if possible
23:19 kanpakyin: [Orthrus]
23:21 HakuNoKaemi: (It's Armin's, though I can mod it in his place, I didn't find symmetric ways to fix some modders usual
23:21 HakuNoKaemi: rhythm suggestion )
23:24 kanpakyin: 00:31:657 (1) - Remove the whistle at the beginning of slider and then put it on the end of the slider? Also,
23:24 kanpakyin: 00:32:339 (2) - remove whistle, 00:32:680 (3) - add a whistle at the beginning, remove it at the end
23:27 HakuNoKaemi: did partially
23:27 HakuNoKaemi: ( I made the start of the sliders have the whistle)
23:28 kanpakyin: [Thanatos]
23:31 kanpakyin: 00:47:339 (2,3) - I think unstack it looks better here.
23:32 HakuNoKaemi: oki,
23:33 HakuNoKaemi: tried to create a blanketing
23:34 kanpakyin: 00:59:271 (7) - Stacking problem again lol, anyway ignore this if you did that intentionally.
23:34 HakuNoKaemi: was intentional there, the slider stack onto the circle, and move it
23:34 HakuNoKaemi: so I stacked the circle
23:35 kanpakyin: I mean you are not perfectly stacked.
23:36 kanpakyin: 01:27:907 (2) - Just my personal taste. I don't really like the shape of slider ;_;
23:37 HakuNoKaemi: not perfectly blanketed?
23:39 HakuNoKaemi: now it should be better blanketed http://puu.sh/1e4Eu
23:39 kanpakyin: 00:59:271 (7) - you should stack the note on the slider's end properly
23:40 HakuNoKaemi: it's more visible like this
23:41 kanpakyin: I don't see any difference between unstack and stack..
23:41 HakuNoKaemi: http://puu.sh/1e4GM <- autostacked it look like this
23:42 HakuNoKaemi: http://puu.sh/1e4H4 <- now it's stacked to "continue" the slider
23:43 kanpakyin: [Asura]
23:43 HakuNoKaemi: (it's _Kiva's I have his authorisation and he's afk as now)
23:44 kanpakyin: 00:00:976 (3) - The slider lost its symmetry, could you slighly adjust it?
23:47 HakuNoKaemi: should be fixed
23:47 HakuNoKaemi: http://puu.sh/1e4M5
23:47 HakuNoKaemi: should be easier to check the symmetry now too
23:47 kanpakyin: k
23:48 kanpakyin: 00:21:260 (4,5,6) - Soory but I can't find a reason that a triplet is needed here. Since there are no drum and
23:48 kanpakyin: instrument to support it
23:49 kanpakyin: 00:28:589 (1) - Same as 00:00:976-
23:51 HakuNoKaemi: did either
23:52 kanpakyin: [Orpheus Telos]
23:56 kanpakyin: 00:59:612 (1,2,3,4) - This jump makes me sad :<
23:57 kanpakyin: anyway, the spacing is much larger than other jump in the map, so how about reducing the spacing a bit?
23:58 HakuNoKaemi: it's quite sensed, though i can search ways to reduce it...
23:58 HakuNoKaemi: (in the sense it do follow the vocals pitch and volume)
23:59 kanpakyin: I know , so I just asked for reducing the spacing, not removed the jump.
00:01 kanpakyin: I am going to start my taiko mod if you are ready
00:02 HakuNoKaemi: reduced to 4.08x lke this http://puu.sh/1e4M5
00:02 kanpakyin: [Taiko]
00:03 kanpakyin: 00:20:407 (65) - big don here?
00:05 HakuNoKaemi: ok
00:05 kanpakyin: 01:05:919 (198,199) - small notes sound better here imo
00:05 HakuNoKaemi: (the Taiko's made by [Shalon], have his authorisation too)
00:06 kanpakyin: oh then, no any other problems.
00:06 kanpakyin: upload the map please
00:06 HakuNoKaemi: made 198 a d, since 199 is heavier than 198 it's a D
00:07 HakuNoKaemi: it's the first time with this new build
00:07 kanpakyin: ok
00:24 kanpakyin: have you done?
00:36 HakuNoKaemi: yep (had a shower in the mean time)
00:39 HakuNoKaemi: (took some tea with honey :3)
00:39 kanpakyin: k

Rebubbled~

(ノ・ω・)ノ
Andrea
Not my kind of favourite map but everything seems fine here.

Ranked~
Stefan


I lol'd.

Anyway, congrats!
YTYuyu
oh man i remember this map o.o. congratz on the rank ;)
HeatKai
awesome map haku >w<b grats
-kevincela-
Yay,congratz :D
Topic Starter
HakuNoKaemi
Ranked during my sleep :3

everytime a first time XD
shikyu
omedetou :3
DeletedUser_1417202
I Love persona3!!

persona3 op is great!

make osu song thanks!
Topic Starter
HakuNoKaemi
I made a Persona 4 map too
http://osu.ppy.sh/forum/p/1837519
Crok425
Congrats on the ranked map!
A l y s s
Where do you get this Osu Skin :OOO?

I totally love it^^

Is there anychance i can download it? :O? :)
Topic Starter
HakuNoKaemi
It's created by me ^^ (I took some pieces from sallad Persona 4 Skin)
Let me upload it, and I'll give it to you ^^
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