forum

Duca - Futari Iro

posted
Total Posts
267
show more
10nya
go rank! >w<
Jenny
General (this applies on all diffs):

  • The volume in the beginning is kinda loud, I suggest 20-25%.
    Again, for the volume, I suggest using a lower one for your soft:custom2 claps, since these really hit hard; about 10-20% less than SC:1 should do.
    The kiai times differ: In Normal and Hard, the kiai break is between 01:16:355 and 01:16:708 while in Easy and Insane it is in-between 01:16:002 and 01:16:708, align this please.
    Your taikos do not have a difficulty name and as for spreads, one should not put two taikos that are about the same difficulty just to avoid the taiko spread rule which is made for more balanced taiko spreadings, not for more taiko diffs for the heck of it.

Timing (applies on all diffs aswell):

  • First Timing point sounds better at 628 offset.
    The second Tming point appears to be of no use to me since it sounds on-beat with the first one at 628.
    For Third (170BPM), 17418 appears to be more precise.


    You will have to resnap all objects and inherits in all diffs!

Easy:

The overall clap rhythm appears to be kinda unsteady which makes it feel... lets say... stoppish, that is not too nice and it breaks flowish feel.

  • 00:03:832 (1) - after transition from 2 to 3, continuing the bow, this would fit better if rotated 10-15° clockwise (selection center)
    00:07:032 (3) - similar, just with -45°
    00:19:884 - suggesting to put a note here since the player will want to click something here because of the hit in the music and also, this won't increase your object density too harshly (also, soft:custom2 clap)
    00:22:002 - adding a soft:custom2 clap circle will support the rhythm here as before and it just feels more natural
    00:22:355 (1) - this clap feels somewhat dull because it is so standing alone; I really suggest removing the hitsound, it just doesn't fit when it's so lonely there
    00:25:531 - adding a soft:custom2 clapcircle here will help, as in the others before
    00:28:355 - ^
    00:31:178 - ^
    00:34:708 - ^
    00:36:119 - ^ (why in-between these two combos and not in the earlier ones? because the transition sounds better here :P )
    00:38:237 - ^
    00:42:825 (3) - the trapezoidish placement of sliderpoints makes this curve boring

    this does better, imo


    Coordinates:

    2nd sliderpoint: 173|103
    End: 265|119

    00:43:884 - again, adding an SC:2-hitclap circle would give a better transition of combos here
    00:45:649 (2) - similar to 00:42:825, make this curve less boringish; you may recycle the other one
    00:48:119 - SC:2-hitclap circle plx
    00:55:884 (1,2,3,4) - I find this straight line and the resulting harsh angle between 3 and 4 somewhat unaesthetic, might do a bit more curvy stuff? (gridsnap off is recommended)
    01:00:825 - add SC:2-hitclap circle for better transition

    01:06:472 - here in kiai, I see the adding filling of such breaks as necessary since it totally breaks the strong feeling the section gives when there is something like this, so add a clapcircle here please
    01:09:296 - ^
    01:17:766 - ^
    01:18:472 - ^ (though this one appears a bit more optional)
    01:19:884 - ^
    01:20:590 - ^ (more optional again)
    01:23:413 - ^
    01:24:119 - ^ (optional)

    01:28:002 and following section: why do you not put the objects on the drumhits but on where there is nothing, it could feel way more natural to play if you put them onto the drumhits (where the claps should be at); yes, this means I suggest you to move all objects so they suit on the drums or to even redo this section to fit the song (better).
    01:31:531 (1) - a dull clap again
    01:32:237 (2,3,1) - the transition between these is meeh because you get the upward curve from 2, but then go straight to the left which breaks the flow the slider had, also, again, 1's trapezoid sliderpoint placement makes the curve boring and meeh

Judgement: More workout and more consistency in hitsounds/circleplacement please; also, curves and transitions may be improved.



Normal:

The video does not play in this diff, fix this.
The sliderticks appear somewhat loud in this diff, maybe use lower volume inherits for the slidertracks?


  • 00:25:535 - add a hitcircle + clap for consistency in hitsounding pattern
    00:29:417 (3) - I think you should put a new combo here
    00:31:535 (3,4) - this fits the song very nicely, though it is a bit mean for a low difficulty; no problem with that myself but just to have it pointed out
    00:40:006 (1,2) - this clappattern is nice /o/
    00:47:065 (1,2) - I find these wiggles a bit clunchy, could you like try to make them more like example below?


    00:49:535 (5) - very personal preference but I don't like how this is at the same heigth as 4's end, I'd suggest putting it more downwards
    00:57:653 (4,1) - this appears to be a maybe-troublesome spot in the map for new players, just a feel of mine here

    01:11:065 (1,2,3,4) - imo, these get too close to each other, I'd like to see a bit more of distance, also, the angles could be nicer; suggestion below


    01:20:947 (3) - netpicky: this is not exactly symmetric, you can fix that
    01:22:359 (1,2,3,4) - similar to 01:11:065

    01:32:065 (4) - the curves in-before and after the red point appear a bit clunchy because they are made with only one sliderpoint which makes them seem edgy; you can fix that by using 2 sliderpoints each, without gridsnap on

    there
    The current state looks like this:


    While something like that feels clearly better and more balanced (a quick example, not perfect):

    01:34:712 - adding a circle + clap will help the hitsounding pattern and make it feel more natural, as in an earlier example
    01:37:888 (1,2,3) - would suggest more distance in between these, maybe 1.0x or 1.2x, just a feel though
Judgement: Pretty neatly done, though there is still some room for improvements - nice one.



Hard:


  • 00:00:628 (1,2,3,4) - What I do not like about this arrangement is the following: the reverse movement of 1 leads upwards but you go downwards, you could simply CTRL-J 1 to change this and it'd be fine, but right now, the transition is meeh
    00:03:828 (1,2,3) - arranging end of 1, 2 and 3's start in a straight line is not that nice, I suggest putting 2 more to the right to have an oval movement through these 3 objects instead of bow-straight line-bow
    00:22:359 (2,3,4,5,6) - these straight lines between the single objects make it feel too edgy and straight, especially since your sliders are bowy; have more of a fluent feel in-between them (similar to 00:03:828)
    00:29:417 (3) - I think you should put a new combo here
    00:30:119 (1,2,3,4,5) - do not like this arrangement but that is probably me
    00:38:590 (1,2,3,4,1) - straight lines are still meeh with bowy sliders, please change and make it more fluent
    00:40:002 (1,2,3,4) - the hitsound pattern is neat but the sliders don't harmonize with it; add reverse arrows and stuffs to make the objects suit their hitsounds more?
    00:47:061 (1,2,3) - as with 00:03:828, you can improve the oval movement here
    00:50:237 (2,3,4,1) - straight line is meeh
    00:52:708 (1,2,3) - that is how you do more oval movement
    00:58:178 (8,1) - this is a HUGE jump compared to the rest of the diff, I suggest using 1.5x or similar snap instead of 2.1x, especially since this follows after an antijumpish hitcircle
    00:58:884 (2,3) - these do not play well because they are starting on red ticks are there is nothing for them to start on there; suggesting to place a hitcircle on where 2 starts and then using 2 nonreverse sliders
    01:01:708 (2) - similar, suggesting to replace with circle + slider

    01:11:766 (4) - this one is quite wide aswell, suggesting 1.5x-1.8x instead of 2.0x, feels more natural
    01:13:178 (3) - ^
    01:13:884 (1) - use 2-3 sliderpoints to create a proper blanket around previous 2
    01:14:414 (2,3) - as with similar stuffs before, these starting on red ticks makes them feel awkward; suggesting to replace 2-3 with a circle on 2's start and then starting a slider on the white tick - mostly stuff suggested in previous examples
    01:16:708 (1,2,3,4,5) - these straight lines, ugh
    01:22:178 (7,1) - suggesting to make them more bowy to continue 6's directional curvy flow instead of just going straightlinish


    01:23:237 (3) - again, starting on a red tick makes this feel awkward to play and as with previous suggestion, you can place objects better to continue 2's curvy flow
    01:23:766 (1) - that is a pretty unusual jump for a hard, not sure about how fine it is

    01:33:119 (6) - you can make this blanket 1 better
    01:37:884 (1,2,3,4,5,6) - an equal triangle (120° angles) would look better here
Judgement: Pretty neat, just a bit more of polishment and mostly redtick sliders should be fixed.



Insane:

Why do you not use your custom claps here?
Just 2/1 clapping as hitsounds is boring. Boring I say.


  • 00:00:632 (1,2,3,4,5,6,1,2,3,4) - to be honest, I find all the straight lines in here a mess, please do more bowish stuff to have a better flow; especially the turquoise combo is... meeh... point recycling on low spacing :/
    00:06:632 (5,1) - the transition between these two is bad imo, you have a curve leading downwards but then start in the top right corner - that does not suit each other
    00:09:028 (4) - starting on a red tick, this feels bad
    00:17:594 (2,4) - make these blanket 1 and 3 better
    00:18:829 (1,2,3,4,5,6,7,8,9) - I do not get the flow in this combo at all, especially with AR8, this is confusing. confusing I say. you got partly straight movement, partly "curvy" movement and then you go stop and go and what is this
    00:21:300 (1,2,3,4,5,6) - why is the spacing so entirely different from the combo before? there was no major change in the music
    00:22:888 (6) - place this so it's blanketed by 5, else (right now), it looks bad because it seems you intended a blanket but didn't do it
    00:24:476 (1,2,3) - I do not enjoy this. a) 1 does not properly lead into 2, b) 3 is not properly stacked on 1's ending, c) I don't like back-forth like this in general
    00:25:182 (3,4,5,6,7,8,9) - straight lines = no good idea, especially not when you got curvy sliders in-before and after
    00:26:947 (1,2,3,4) - why such jumps now? also, the spacing in-between them is highly inconsistent without a reason given and they do not even nearly lead into each other
    00:29:417 (2) - new combo as mentioned in other diffs before
    00:30:123 (1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,1,2,3,4,1,2,3,4) - this whole section is overmapped and the spacing is way too large, starting from the first combo. scale it down, better the transitions in-between the combos out and make it more fitting overall; this is a calm section, not 1/2 spam and also, the hitsounds hit too hard (-10/20% volume plx; why not use soft sample?); in adition, many redtick sliders which feel bad to play should be changed/removed/replaced.
    00:36:300 (2) - honestly, what is this, there is nothing any close to 1/4 in here - even the consistent 1/2 spam in this section is highly overdone and now there comes a kickslider. no.
...this stuff continues to the end of the map - replace all the redtick sliders, reduce overall note density (no 1/2 spam, this does not fit the song), more consistent spacing and especially more fitting spacing (large spacing is only justified if there is huge changes in the song or strong beats which is not the case here), better fitting hitsound volume and more emphasis on the music in overall mapping.

Sorry, I do not like this diff - rework it, improve it, polish it, whatever, just do it; yes, this appears to be offensive but that is my impression.

I do want you to respond to this.
Ulysses
hate to behave so mean but

00:11:062 (2) -

00:12:662 (1,2,3,4) -

listen in 25% sounds totally off
Satellite
みかんちゃんがんばってください! :)
DarknessAngel
I should sadly say,"good luck,Mikan..." :(
If you need some help for your diff,just call me via In-game PM.
Topic Starter
Mikan

Jenny wrote:

General (this applies on all diffs):

  • The volume in the beginning is kinda loud, I suggest 20-25%.
    Again, for the volume, I suggest using a lower one for your soft:custom2 claps, since these really hit hard; about 10-20% less than SC:1 should do.
    The kiai times differ: In Normal and Hard, the kiai break is between 01:16:355 and 01:16:708 while in Easy and Insane it is in-between 01:16:002 and 01:16:708, align this please.
    Your taikos do not have a difficulty name and as for spreads, one should not put two taikos that are about the same difficulty just to avoid the taiko spread rule which is made for more balanced taiko spreadings, not for more taiko diffs for the heck of it.

Timing (applies on all diffs aswell):

  • First Timing point sounds better at 628 offset.
    The second Tming point appears to be of no use to me since it sounds on-beat with the first one at 628.
    For Third (170BPM), 17418 appears to be more precise.


    You will have to resnap all objects and inherits in all diffs!

Insane:

Why do you not use your custom claps here?
Just 2/1 clapping as hitsounds is boring. Boring I say.


  • 00:00:632 (1,2,3,4,5,6,1,2,3,4) - to be honest, I find all the straight lines in here a mess, please do more bowish stuff to have a better flow; especially the turquoise combo is... meeh... point recycling on low spacing :/
    00:06:632 (5,1) - the transition between these two is bad imo, you have a curve leading downwards but then start in the top right corner - that does not suit each other
    00:09:028 (4) - starting on a red tick, this feels bad
    00:17:594 (2,4) - make these blanket 1 and 3 better
    00:18:829 (1,2,3,4,5,6,7,8,9) - I do not get the flow in this combo at all, especially with AR8, this is confusing. confusing I say. you got partly straight movement, partly "curvy" movement and then you go stop and go and what is this
    00:21:300 (1,2,3,4,5,6) - why is the spacing so entirely different from the combo before? there was no major change in the music
    00:22:888 (6) - place this so it's blanketed by 5, else (right now), it looks bad because it seems you intended a blanket but didn't do it
    00:24:476 (1,2,3) - I do not enjoy this. a) 1 does not properly lead into 2, b) 3 is not properly stacked on 1's ending, c) I don't like back-forth like this in general
    00:25:182 (3,4,5,6,7,8,9) - straight lines = no good idea, especially not when you got curvy sliders in-before and after
    00:26:947 (1,2,3,4) - why such jumps now? also, the spacing in-between them is highly inconsistent without a reason given and they do not even nearly lead into each other
    00:29:417 (2) - new combo as mentioned in other diffs before
    00:30:123 (1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,1,2,3,4,1,2,3,4) - this whole section is overmapped and the spacing is way too large, starting from the first combo. scale it down, better the transitions in-between the combos out and make it more fitting overall; this is a calm section, not 1/2 spam and also, the hitsounds hit too hard (-10/20% volume plx; why not use soft sample?); in adition, many redtick sliders which feel bad to play should be changed/removed/replaced.
    00:36:300 (2) - honestly, what is this, there is nothing any close to 1/4 in here - even the consistent 1/2 spam in this section is highly overdone and now there comes a kickslider. no.
...this stuff continues to the end of the map - replace all the redtick sliders, reduce overall note density (no 1/2 spam, this does not fit the song), more consistent spacing and especially more fitting spacing (large spacing is only justified if there is huge changes in the song or strong beats which is not the case here), better fitting hitsound volume and more emphasis on the music in overall mapping.

Sorry, I do not like this diff - rework it, improve it, polish it, whatever, just do it; yes, this appears to be offensive but that is my impression.

I do want you to respond to this.

you deny the opinions of all those who had modding this map...?
sorry, i can't accept your opinion
but thanks valuable suggestion
i will do next mapping
Topic Starter
Mikan

Sekai-nyan wrote:

go go Rank Mikan <3

h-728 wrote:

Sekai-nyan wrote:

go go Rank Mikan <3

Wreath wrote:

Sekai-nyan wrote:

go go Rank Mikan <3

Reisen Udongein wrote:

good luck!

- t e n n y a - wrote:

go rank! >w<

Dagger-Gazel wrote:

みかんちゃんがんばってください! :)

DarknessAngel wrote:

I should sadly say,"good luck,Mikan..." :(
If you need some help for your diff,just call me via In-game PM.
Thanks ;)
Andrea
Added missing video on Normal difficulty.

Ranked~
Topic Starter
Mikan

Andrea wrote:

Added missing video on Normal difficulty.

Ranked~

Thank you <3
Sekai
Gratz >w< moemoe Mikan <3
NewRulerNA
おめでとうー
Wreath
omedetou~ :oops:
mintong89
GRATZ~ :D
Nichiyouki
Congrats ;)
Kawayi Rika
Finally omedeto Mikan chan :3
Darksonic
Good job ^^
Cihyaa
おめでとうございます~!
Nymph
:3 grats~
cRyo[iceeicee]
Grats~~!!! :>
Melophobia
Omedetou~
Reisen Udongein
Congratz >_<
Chewin
Oh, good job Mikan! >.<
Quilt
gratz^^
inaba-tan
やっとか!!
待ってたよ!!
Ryafuka
Ducaaaa
Congrats first ranked :)
Sktelecom T1
.
ArtBox_old
おめでとう!
donpen
おめでとう! :)
jamxx
GJ!
kajiyatta
congratz 8-)
fusya
おめでとーです!
alacat
ome ome ~ (ノ*・ω・)ノ
-kevincela-
Congratulations!
xsrsbsns
wooow grats!
Stefan
Nice!
Congrats
Guy
omedesu!!
terametis
おめでとうございます!!!
YTYuyu
wow nice job...congratz on your 1st ranked map ;)
h-728
おめでとう
Asakichi
おめでと~
Mythol
Mikan \^^/
Jenny
This is just stupid.
Seph

Mikan wrote:

you deny the opinions of all those who had modding this map...?
sorry, i can't accept your opinion
but thanks valuable suggestion
i will do next mapping
hey that was just plain rude. he modded your map to make it look better, i mean that's one wall of a modpost, you shouldn't have ignored it.
whether a mod is for fixes or nazi mod, you should take every mod in consideration.

well grats on rank anyway
Ulysses

Jenny wrote:

This is just stupid.
^Fair enough.We are ignored and then eveyone congrats balabla
haha5957
I see same people again and again when a ranked map has some kinda negative comments on it.. idk if the mod would have worked or not, every flaming thread is been made by virtually same people.. Honestly I don't know how it feels like when your long mod all gets ignored cuz I've never been to in situation(and honestly I don't care that much except for things that i mark with bold or color)but I really think it's time for you(yes, who usually complains to mapper about how their mods got ignored)to think why is your mod getting ignored and beyond that, to respect the mapper.

Maybe your mods are ok but way you talk is just plain wrong, or probably mapper just didnt like your mod. Expecting mapper to improve when you are saying "hey your map is dipshit so remap"is nonsense because mappers are also humans. I know you don't talk this way but maybe you seemed to have a bit "I'm superior!" attitude which most likely makes mapper to ignore you. Or, probably your mods just weren't helpful at all(less likely, considering the length of mod)

Hey, we modders are here to help mappers and we shouldn't expect any sort of anything, except in case of m4m or something. If mapper denys to be helped by you, then don't. Pushing them saying "respond to my mod" or "why didnt you" will go nowhere and probably the thread would turn into a battlefield.


But the most important thing is, Congratz on your rank!
Jenny
If a mapper is unwilling to polish their map and give it the best shape possible, they shall get their ass of the expectations for a rank.
End of story.
Sakura
This is being revised at the momment, please stop this silly discussion.

Edit: Ok a couple other BATs have looked at this, and it looks like everything's fine here so i there's no issue with this rank, so drop the subject and do something more productive, like modding pending maps, rather than ranked ones.

Edit 2: Timing is being checked.
grumd
At least I can say that mapper must give a response to every mod he gets in the thread.
Ignoring mods is stupid and rude. Bubble is not a reason to ignore, bubbler can always rebubble.
Even if the map is fine, even if BATs agree that it can be ranked, it is really very silly not to check the mod.
Map could possibly become better in some ways.
"Modding is not only making the map rankable, it is making the map better." ©
Frostmourne
Duca :3 /

congratz for the 1st rank !!
Topic Starter
Mikan
thanks guys! :)

Edit: Lace,KRZY,kajiyatta,inaba-tan,Restia
Guest参加してくれた皆さんありがとう!
Snepif
1/2 1/2 1/2 1/2 1/2 1/2 - RANDOM TRIPLET - 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2

;D
Please sign in to reply.

New reply