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supercell - Hero

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Total Posts
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YTYuyu
wow~ let's see what we got here. mod requested on my queue.

Bold: Unrankable/must fix.
Red: You should fix it, but it's up to you.
Italic: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comment. I'll give you my opinion, advice, or if i'm curious about something.

[General]
CLEAR~!

[Easy]
00:17:539 (1) - perhaps you can align this note to (2) diagonally like you did with (3,4) so that the transition from the next note looks smoother during gameplay since it makes a shape?
00:31:118 (1) - some people might mind about this overlap since it's being covered and the slight overlap make the diff look bad IMO. perhaps you can move this up where it can be fully visible for beginners?
00:37:874 (2) - do Ctrl+H for this because the transition is already smooth from the last 2 notes. since it's facing the other way, the flow and transition is broken since it's facing the other way.
01:00:924 (3) - same as above about the flow and transition.
01:09:076 (2) - i can hear a cymbal clash here, so add a finish to go along with it.
01:11:790 (4) - NC here. this is where the lyrics in the song change.
01:20:937 (3) - ^
01:38:922 (3) - i suggest that you use this code so that the slider looks symmetrical.
SPOILER
424,232,98922,2,0,B|368:248|344:248|344:248|320:288|344:320|344:320|368:320|424:336,2,240
01:47:050 (1) - why not align this note to (3) going down? i feel that if you do this, the flow will increase and it'll be more straightforward then leaving the slider up there IMO. if you ignore this, the perhaps you can flip the slider like this. same reason.
02:25:704 (4) - how about moving the note here? same reason as 00:31:118 about the overlap.
02:33:170 (1) - same as 01:09:076, but at the beginning.

[Normal]
00:13:467 (2) - add a whistle at the beginning. it'll be consistent with (1) since it shows emphasis in the vocals/instrumental.
00:14:824 (1,2,3,4,5,6) - same as above but just add the whistles since they're only circles.
00:27:050 (4) - maybe flip it the other way so that it'd be easier to get to, and thus increasing the flow for this?
00:36:518 (4) - NC here. same reasons as easy about it. the lyrics change in this part of the song.
00:41:605 (4) - try a stack on (2) for a smoother transition in the diff?
00:48:727 (2,3) - same as 00:13:467.
02:08:753 (5) - same as 00:36:518.
02:12:822 (2,3) - same as 00:14:824.
02:33:170 (2) - finish here. you can hear the cymbals here in this part.

[Hard]
00:13:467 (3) - same as normal.
00:14:527 (5,1) - same as above, but move the whistle from the beginning of (5) to the beginning of (1).
00:16:182 (1) - same as 00:13:467.
00:18:897 (1) - ^
00:19:915 (1) - same as above, but move it to the end from the beginning.
00:21:612 (3) - same as 00:13:467.
if you notice, the whistles show emphasis in the guitar.
00:30:779 (6) - add a timing point at the end of this slider. the sampleset sounds too distracting and it might throw off players during gameplay IMO. i suggest something around 20%, if not, no less then 30-35%.
01:13:825 (8) - can you curve this slider, similar to (9)? if you see during gameplay, it looks like a straight slider and from what i see, it's supposed to curve, as if it's taking a slight turn.
01:38:244 - add a 1/2 slider but delete (5) while you do this. it'll flow to the vocals a lot smoother during gameplay. i heard a part in the vocals in which that i feel a slider should fit here since there's a hold in it.
02:10:787 (5) - i think that you should straighten this slider because i understand that they're all curved, but the flow in this plays awkwardly during gameplay IMO.
02:33:170 (4) - same as normal.

[Garven-sama~]
00:15:164 (3,4,5) - maybe you can move them like this. when i played this part, the flow here played awkwarly during gameplay for me.
SPOILER
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00:41:266 (5,6,7) - why not make a triangle out of this like you did with (2,3,4)? i feel that the flow here is broken in this triangle since it branches off to a different kind of triangle during gameplay IMO.
00:59:397 (6) - is there a reason why a finish is there? it sounds distracting and unfitting to this part of the song. i suggest replacing it for a whistle since it's quiet and matches the vocals. if you ignore this, then you should decrease the volume of the finish a bit more so that it doesn't sounds distracting during gameplay.
01:04:327 - perhaps a circle here? i feel that something is missing here to follow up in the vocals/instrumental from (1,2), and it feels as if the flow stopped for some odd reason.
01:07:550 (3) - is the end intentionally at 0%?
02:20:958 (7,8,9) - i like the way how you added the whistles here. from what i see, nice way of showing emphasis in the vocals.
02:28:417 - same as 01:04:327.

[C.Hero]
00:07:362 (5) - i'm thinking a stack on the beginning of the slider for a smoother transition to the song during gameplay. it plays awkwardly here during gameplay IMO.
00:13:467 (2) - same as hard.
00:14:824 (1) - ^, but at the beginning.
00:16:182 (4) - same as 00:13:467.
00:18:897 (6) - same as 00:14:824.
02:11:127 (6) - i suggest moving this note down because the spacing would look evened out in this diamond pattern. the DS should be between 1.50-1.60 and i think this would make the flow smoother during gameplay.
03:12:505 (1,2,3,4) - perhaps stacking the ends together might work on the previous combo? same as above, but this time, it's the transition that should increase during gameplay.
03:39:289 (1,2,3,4,5,6,7,8,9,10) - - i got an idea for the streams in this combo. you know how you increased the spacing in the last combo? do the same thing here, but for (1-5), use 0.6 and for (6-10), use 0.8 so that flows to the guitar. in other words for every riff, the spacing increases each stream, and i think that would make a nice challenge for players IMO.
04:25:406 (4) - can you do a perfect stack at the ends? personally everytime i see that slider end showing for a bit, i find it a bit distracting for me during gameplay.
04:35:081 (8) - move this to the left, aligning this note to (4,8), that way the flow is smoother during gameplay.

and i guess that's it. whenever you're done, catch me in-game for a re-check :3.
Garven

Byakugan249 wrote:

[Garven-sama~]
00:15:164 (3,4,5) - maybe you can move them like this. when i played this part, the flow here played awkwarly during gameplay for me.

I find the current iteration better flow-wise - it's aiming straight for the next combo.

00:41:266 (5,6,7) - why not make a triangle out of this like you did with (2,3,4)? i feel that the flow here is broken in this triangle since it branches off to a different kind of triangle during gameplay IMO.

If you listen to the way the musical phrase lilts between essentially the same two notes until the end with "dakara" trailing into the next phrase, that's how I chose to represent it.

00:59:397 (6) - is there a reason why a finish is there? it sounds distracting and unfitting to this part of the song. i suggest replacing it for a whistle since it's quiet and matches the vocals. if you ignore this, then you should decrease the volume of the finish a bit more so that it doesn't sounds distracting during gameplay.

It's there to emphasize the vocals. I do it later in the next chorus as well. I like using the soft finish, and the volume feels good to me. I like a loud part to give a strong emphasis to the phrase.

01:04:327 - perhaps a circle here? i feel that something is missing here to follow up in the vocals/instrumental from (1,2), and it feels as if the flow stopped for some odd reason.

I don't want the 1/2 rhythms to endlessly drone on. It's boring.

01:07:550 (3) - is the end intentionally at 0%?

That helps date how old this map is, haha. Set to 5%.

02:20:958 (7,8,9) - i like the way how you added the whistles here. from what i see, nice way of showing emphasis in the vocals.

They were supposed to be soft whistles emphasizing the guitar, actually. >_>

02:28:417 - same as 01:04:327.
Thanks!

SPOILER
osu file format v10

[General]
AudioFilename: supercell - Hero.mp3
AudioLeadIn: 0
PreviewTime: 12110
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8

[Metadata]
Title:Hero
TitleUnicode:ヒーロー
Artist:supercell
ArtistUnicode:supercell
Creator:Colin Hou
Version:G.Hero
Source:
Tags:yanaginagi nagi ryo Today Is A Beautiful Day Garven
BeatmapID:91354
BeatmapSetID:23183

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:8
SliderMultiplier:1.6
SliderTickRate:2

[Events]
//Background and Video events
0,0,"BG.jpg"
//Break Periods
2,87081,94108
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
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60,212,148756,1,8,0:0:0
124,156,148926,1,0,0:0:0
180,224,149096,2,0,B|224:280|296:280|360:256,1,191.999994140625,4|8,0:0|0:0,0:0:0
180,88,149775,2,0,B|224:32|296:32|360:56,1,191.999994140625,4|8,0:0|0:0,0:0:0
380,348,150455,6,0,B|309:285|309:285|288:298|238:303|214:269,1,191.999994140625,4|8,0:0|0:0,0:0:0
160,84,150964,2,0,B|230:147|230:147|257:133|300:132|325:165,1,191.999994140625,0|8,0:0|0:0,0:0:0
268,216,151474,1,0,0:0:0
352,240,151644,1,0,0:0:0
360,244,151728,1,8,0:0:0
367,247,151813,1,0,0:0:0
112,52,152493,5,0,0:0:0
68,164,152747,1,0,0:0:0
104,280,153002,1,0,0:0:0
172,324,153170,2,0,B|284:372|408:328,1,240,4|0,0:0|0:0,0:0:0
476,288,153848,1,0,0:0:0
332,136,154187,1,0,0:0:0
180,88,154526,1,2,0:0:0
244,136,154695,1,8,0:0:0
180,184,154865,1,0,0:0:0
68,300,155204,5,0,0:0:0
176,348,155458,1,0,0:0:0
284,300,155712,1,0,0:0:0
232,236,155882,2,0,B|331:166|331:166|396:181|422:139|437:116,1,240,4|0,0:0|0:0,0:0:0
356,84,156560,2,0,B|312:16|224:0|148:76,1,240
100,136,157238,1,0,0:0:0
60,204,157407,1,0,0:0:0
60,284,157577,1,2,0:0:0
96,356,157746,1,0,0:0:0
164,316,157916,1,0,0:0:0
232,276,158085,1,0,0:0:0
232,356,158255,1,4,0:0:0
300,316,158424,1,0,0:0:0
368,276,158594,6,0,B|440:236|456:148,1,160,4|8,0:0|0:0,0:0:0
324,60,159103,2,0,B|276:40|256:20|256:20|236:40|172:64,1,160,4|8,0:0|0:0,0:0:0
80,112,159611,1,8,0:0:0
36,224,159781,1,8,0:0:0
34,231,159865,1,0,0:0:0
32,240,159950,2,0,B|12:304|12:304|68:280|104:316,1,160,4|8,0:0|0:0,0:0:0
212,360,160459,1,4,0:0:0
304,336,160628,1,0,0:0:0
376,276,160798,2,0,B|440:208|396:128,1,160,8|8,0:0|0:0,0:0:0
393,122,161221,1,0,0:0:0
387,116,161306,6,0,B|320:56|232:96,1,160,4|8,0:0|0:0,0:0:0
127,225,161815,2,0,B|194:285|276:248,1,160,4|8,0:0|0:0,0:0:0
416,52,162493,1,8,0:0:0
96,340,162832,1,0,0:0:0
96,52,163171,1,4,0:0:0
416,340,163510,1,4,0:0:0
452,60,164018,5,4,0:0:0
60,60,164358,1,8,0:0:0
60,60,164527,1,4,0:0:0
448,320,164866,1,8,0:0:0
448,320,165036,1,4,0:0:0
56,320,165375,1,8,0:0:0
56,320,165544,1,4,0:0:0
408,192,165883,1,8,0:0:0
408,192,166053,1,4,0:0:0
104,192,166392,1,0,0:0:0
300,332,166728,5,8,0:0:0
292,256,166897,1,4,0:0:0
256,180,167066,1,0,0:0:0
212,332,167236,1,8,0:0:0
220,256,167405,1,0,0:0:0
256,180,167574,1,0,0:0:0
368,256,167744,5,8,0:0:0
332,184,167913,1,0,0:0:0
296,112,168082,1,4,0:0:0
144,256,168252,1,8,0:0:0
180,184,168421,1,0,0:0:0
216,112,168591,1,0,0:0:0
372,112,168760,5,12,0:0:0
336,40,168929,1,0,0:0:0
140,112,169099,1,12,0:0:0
176,40,169268,1,0,0:0:0
256,24,169435,5,4,0:0:0
256,24,169604,1,0,0:0:0
256,24,169773,1,0,0:0:0
364,192,169942,5,4,0:0:0
364,192,170111,1,0,0:0:0
364,192,170280,1,0,0:0:0
148,192,170449,5,4,0:0:0
148,192,170618,1,0,0:0:0
148,192,170787,1,0,0:0:0
256,360,170956,5,4,0:0:0
256,360,171125,1,0,0:0:0
256,360,171294,1,0,0:0:0
300,124,171463,6,0,B|356:68,1,80,4|4,0:0|0:0,0:0:0
212,124,171801,2,0,B|156:68,1,80,4|0,0:0|0:0,0:0:0
336,288,172146,5,12,0:0:0
336,288,172315,1,0,0:0:0
336,288,172485,1,0,0:0:0
176,288,172654,5,12,0:0:0
176,288,172824,1,0,0:0:0
176,288,172993,1,0,0:0:0
256,192,173163,5,12,0:0:0
256,192,173333,1,12,0:0:0
256,192,173502,12,4,174859,0:0:0
lolcubes
Hey, I just went over the timing a bit, just in case, and it looks fine now more or less.
Though, I know that I already made it for you, I had some small doubts about certain things, but because of consistency it would be good to change.

04:52:213 - change to 137 bpm
04:52:886 - 4/4
04:53:513 - 4/4
04:54:211 - 4/4
04:54:840 - 4/4
04:55:715 - 4/4

^ I guess the signature isn't that important since you already spam red lines, but whatever haha.

Also one more thing: 02:51:463 (2) - this ends on a wrong tick. :D

(no kd)
Topic Starter
Colin Hou
Thanks a lot! I'll fix them once get a pc.

This is from my cellphone :3 (the auto mail hehe
Topic Starter
Colin Hou

Byakugan249 wrote:

wow~ let's see what we got here. mod requested on my queue.

Bold: Unrankable/must fix.
Red: You should fix it, but it's up to you.
Italic: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comment. I'll give you my opinion, advice, or if i'm curious about something.

[General]
CLEAR~!

[Easy]
00:17:539 (1) - perhaps you can align this note to (2) diagonally like you did with (3,4) so that the transition from the next note looks smoother during gameplay since it makes a shape? I don't tend to do that.
00:31:118 (1) - some people might mind about this overlap since it's being covered and the slight overlap make the diff look bad IMO. perhaps you can move this up where it can be fully visible for beginners? slidertrack is clear and the timing gap is really huge.
00:37:874 (2) - do Ctrl+H for this because the transition is already smooth from the last 2 notes. since it's facing the other way, the flow and transition is broken since it's facing the other way. If you mean this.
01:00:924 (3) - same as above about the flow and transition. ^
01:09:076 (2) - i can hear a cymbal clash here, so add a finish to go along with it. done. also in other diffs
01:11:790 (4) - NC here. this is where the lyrics in the song change. no, it's in the middle of lyrics
01:20:937 (3) - ^ ^ and it's still a short combo
01:38:922 (3) - i suggest that you use this code so that the slider looks symmetrical. I don't mean to do that.
SPOILER
424,232,98922,2,0,B|368:248|344:248|344:248|320:288|344:320|344:320|368:320|424:336,2,240
01:47:050 (1) - why not align this note to (3) going down? i feel that if you do this, the flow will increase and it'll be more straightforward then leaving the slider up there IMO. if you ignore this, the perhaps you can flip the slider like this. same reason. ok
02:25:704 (4) - how about moving the note here? same reason as 00:31:118 about the overlap. no
02:33:170 (1) - same as 01:09:076, but at the beginning. done, also in other diffs.

[Normal]
00:13:467 (2) - add a whistle at the beginning. it'll be consistent with (1) since it shows emphasis in the vocals/instrumental. no, and did some change about whistle consistent in Hard diff.
00:14:824 (1,2,3,4,5,6) - same as above but just add the whistles since they're only circles. no
00:27:050 (4) - maybe flip it the other way so that it'd be easier to get to, and thus increasing the flow for this? it's not hard and flow good.
00:36:518 (4) - NC here. same reasons as easy about it. the lyrics change in this part of the song. that's for pattern as you see.
00:41:605 (4) - try a stack on (2) for a smoother transition in the diff? no. I seldom use stacks in this situation.

[Hard]
00:30:779 (6) - add a timing point at the end of this slider. the sampleset sounds too distracting and it might throw off players during gameplay IMO. i suggest something around 20%, if not, no less then 30-35%. that's intended.
01:13:825 (8) - can you curve this slider, similar to (9)? if you see during gameplay, it looks like a straight slider and from what i see, it's supposed to curve, as if it's taking a slight turn. no.
01:38:244 - add a 1/2 slider but delete (5) while you do this. it'll flow to the vocals a lot smoother during gameplay. i heard a part in the vocals in which that i feel a slider should fit here since there's a hold in it. in fact this note is to make things smoother. I dont feel like to leave a stop before 01:38:922 (1)
02:10:787 (5) - i think that you should straighten this slider because i understand that they're all curved, but the flow in this plays awkwardly during gameplay IMO. no.
02:33:170 (4) - same as normal.

[C.Hero]
00:07:362 (5) - i'm thinking a stack on the beginning of the slider for a smoother transition to the song during gameplay. it plays awkwardly here during gameplay IMO. no
02:11:127 (6) - i suggest moving this note down because the spacing would look evened out in this diamond pattern. the DS should be between 1.50-1.60 and i think this would make the flow smoother during gameplay. I don't tended to make that pattern.
03:12:505 (1,2,3,4) - perhaps stacking the ends together might work on the previous combo? same as above, but this time, it's the transition that should increase during gameplay. that would make the spacing afterwards too much.
03:39:289 (1,2,3,4,5,6,7,8,9,10) - - i got an idea for the streams in this combo. you know how you increased the spacing in the last combo? do the same thing here, but for (1-5), use 0.6 and for (6-10), use 0.8 so that flows to the guitar. in other words for every riff, the spacing increases each stream, and i think that would make a nice challenge for players IMO. it's not good in this circlesize and confusing.
04:25:406 (4) - can you do a perfect stack at the ends? personally everytime i see that slider end showing for a bit, i find it a bit distracting for me during gameplay. I was trying.
04:35:081 (8) - move this to the left, aligning this note to (4,8), that way the flow is smoother during gameplay. ok

and i guess that's it. whenever you're done, catch me in-game for a re-check :3.
the [i] things are really difficult to read x_x, hope your cold get better now.
YTYuyu
ahh my cold? i feel a lot better, and in my future mods, i changed the text for the suggestions :3.
Pokie
怒連著割れたリンゴ一起搞♂了! :(
Topic Starter
Colin Hou

Pokie wrote:

怒連著割れたリンゴ一起搞♂了! :(
再见 已经被告知周末才能看了
Topic Starter
Colin Hou
waiting for how widescreen bg would go now. back to wip
YTYuyu
aww i was gonna re-check this :(.

oh well whenever you're ready...
Garven
Colin, King of WIP.

Pokie

Garven wrote:

Colin, King of WIP.
Raging Bull
Especially with a 300 star map that has like 1 minute of it mapped out of 4 minutes.

Apparently I also starred it a crap ton of time :<
Heatherfield
and?
mintong89

Heatherfield wrote:

and?
y u c a
 

凹○゙ コテッ
Topic Starter
Colin Hou
できた!
SteRRuM
gogo bubel and rank!!
veryvery like!!
Garven
Took you long enough. Bah, I can't stay mad. It's done! ヽ(*´∀`*)ノ
Pokie
;)
Quilt
God map!ヽ(・∀・)ノ
wonders
boom!
wonders
终于快能玩了
thelewa
get this map ranked already ;_;
YTYuyu
yo i'm here for the re-check :D.

[Easy]
01:09:076 (2) - consider unstacking this because i feel that it'd be easier for beginners if it's unstacked. the notes would be fully visible for beginners during gameplay.
01:24:674 (2) - for this one, you should follow the DS so that it wouldn't throw off beginners in their sense of rhythm during gameplay.

[Normal]
01:18:057 (3,4) - remove the claps at the end because to me, it broke the flow in the hitsounding during gameplay. it sounds unfitting to follow as well IMO.
02:32:493 (1) - for this one, i suggest using the drum sampleset and adding a clap at the beginning/end and the repeat. it'll show emphasis in the drums in the BGM during gameplay.

[C.Hero]
02:54:520 (1) - after discussing with the staff on this slider and getting opinions, i think it'd be readable if you can avoid the overlap from the beginning and the end like this. the code is in the box if you can't do this.
SPOILER
256,192,174520,6,0,B|320:280|352:224|312:160,1,160,8|4,0:0|0:0,0:0:0:0:

and that's all or now.
Topic Starter
Colin Hou

Byakugan249 wrote:

yo i'm here for the re-check :D.

[Easy]
01:09:076 (2) - consider unstacking this because i feel that it'd be easier for beginners if it's unstacked. the notes would be fully visible for beginners during gameplay.
01:24:674 (2) - for this one, you should follow the DS so that it wouldn't throw off beginners in their sense of rhythm during gameplay.

done.

[Normal]
01:18:057 (3,4) - remove the claps at the end because to me, it broke the flow in the hitsounding during gameplay. it sounds unfitting to follow as well IMO. umm, I don't think removing them can be better. added a clap on the repeat on 3, home that could fix something.
02:32:493 (1) - for this one, i suggest using the drum sampleset and adding a clap at the beginning/end and the repeat. it'll show emphasis in the drums in the BGM during gameplay. normal-hitnormal is enough for that imo.

[C.Hero]
02:54:520 (1) - after discussing with the staff on this slider and getting opinions, i think it'd be readable if you can avoid the overlap from the beginning and the end like this. the code is in the box if you can't do this.
SPOILER
256,192,174520,6,0,B|320:280|352:224|312:160,1,160,8|4,0:0|0:0,0:0:0:0:

changed the track a bit.

and that's all or now.
updated!
YTYuyu
Everything looks good to me, so here's your bubble back :D

Pokie
spboxer3
終於準備送走了嗎owo
eveless
2年历史见证,叼爆炸
kanpakyin
周末還沒rank的話我就來看一下 /w\
NatsumeRin
I don't get why supercell has so broken BPM.... but anyway seems fine.

Ranked.
Snowy Dream
2年历史 见证奇迹
Scorpiour
finally!
Pokie
;)
spboxer3
owo
Garven
Wait wait I wanna remap my di- j/k It's about time, Colin. You're bad at predictions, btw. 1 year my ass.
raririn
2年历史 见证奇迹
mintong89
0 0 ~
Kawayi Rika

Garven wrote:

Wait wait I wanna remap my di-
please do it , /me runs

anyway congrats ~ :)
kanpakyin
Grats!
wonders
完结撒花~
Topic Starter
Colin Hou

Garven wrote:

Wait wait I wanna remap my di- j/k It's about time, Colin. You're bad at predictions, btw. 1 year my ass.
fact
i failed the math tests.

thanks everyone :3
Flask
恭喜柯林 !!!
lolcubes
Ah i wanted to recheck the timing once more but i guess its good enough.

Grats, finally! :D
Topic Starter
Colin Hou
thanks cube! for making this even possible \^o^/
Lanturn
Nice maps. The song brings back quite a few memories
LQA20Ans
Gratz!!!

Epic song finally ranked YEAH!!!!!!!!!
Cloudchaser


trolls stop.

congratz o3o ~~~ I luv this song
Mikarunoel131_DELETED
great this is ranked :3
congratz :D
S o r d a
finally!
i really love this map
gratz Colin sama~
Frostmourne
this map made my day

congratz Colin Hou \:D/
Sonnyc
grats~
ssssssssssssssss
两年又四个多月,简直励志
bakabaka
wa,おめでとう~ :D
Stefan
THAT tooks long. Congrats :3
Kazuo
congrats! i like your maps and this song <3
Quilt
FINALLY!!! congratz!!
ReySHeL
gratz :)
Heatherfield
true story:
でもね 僕の容姿じゃ
きっと嫌われてしまう
~Fin~

ww :)
Konei
Omg, finally. Gratz, Colin! :)
Kodora
Congratz, Colin! :D
Yocake
Always Love Colin Hou's mapping style!
:3
Lissette
I like this *-*

Gratz guys~<3
Verdisphena
this took so long, grats Colin <3
jericho2442
C.Hero

00:22:290 (2,1) - two identical sliders, identical spacing and no slider ticks, completely different speed and not way musically or visually knowing. unrankable
00:47:370 (1,2,3,1,2,3,4,5,6) - again identical spacing, completely different timing, no way of the player knowing without trail and error, unranakble

i will be modding this map extensively once i get on my main pc in a few hours, but these factors alone are totally unrankable among many many more i will be pointing out soon.

lets work together and get this map truly rankable, thankyou
those
Also intro is a straight 1/2 guitar riff, nothing suggests anything outside of 1/2 at all.
Kurai
There are many silenced notes here. If you're going to silence notes, just don't put them in the first place. :<
00:26:711 (4) - here
00:27:728 (7) - here
03:53:206 (6,7,8) - here
04:51:366 (4) - here
Andrea
I also want to point out that you overused sliders ending on blue tick, they sound really bad and they not play so well imo if you use them too often.
jericho2442
ok the major unrankable issues with it

C.Hero
00:03:636 (1,2,3) - extremely incorrect spacing, more distance between 1,2 is needed, look at the timing of the pattern
00:06:600 (2) - note feels out of time, doesnt follow anything within the song at all. this needs either moving to the red tick or deleting
00:09:902 (5,6) - its the same here, mapping to nothing at all is not really allowed
00:17:539 (9,1) - move closer again, extremely bad and inconsistent spacing which becomes confusing to play because the songs patterns are soft at this point making this jump feel totally out of place for your own mapping style within the map
00:22:290 (2,1) - as i said before, completely and totally unrankable. 2 identical sliders right next to each other with a huge speed difference, no tick or visual sign to let the player know, this is completely not allowed
00:27:050 (5) - not a unrankable issue......but really add a new combo here....like wut xD
00:47:370 (1,2,3,1,2,3,4,5,6) - as i stated before this is also completely unrankable, there is no spacing used at all at this point, leaving the player to blindly guess the spacing of each note, the song also does not tell the player unless they already know it extremely well. space this part....at all.....something. not just everything with completely different timing but all the same spacing regardless
00:51:440 (1,2) - again with speed changes what are impossible to notice, without slider ticks these are completely unrankable
02:08:753 (1) - again not visually possible to notice this speed change
02:15:535 (1,2) - again
02:44:018 (1) - again
look for more sudden unexpected speed ups with no visual aid and fix them all
04:55:277 (6,1) - make smaller spacing, totally unexpected and goes against the song at this point

also silenced notes to the point where you cannot hear the hitsound at all are also now unrankable iirc. remove them all

ok well that is Only the objective errors and broken spacing issues within the map that i found. your overuse of 1/4 trip patterns in a song what has 0 of them though tis really not good and breaks the whole flow of the map. fix the unrankable issues first though
NatsumeRin
After a further discussion among XATs, we could agree that the unranking makes no sense. But as it's already in pending, Colin is free to change them or not. If he doesn't want to take any of the suggestions, he's free to call someone rerank it with no changes.

Just put it here to prevent further flames.
Heatherfield
哈哈哈 大雪碧
mm201
Please delete from 04:52:213 (1) onward. It doesn't have an established BPM so isn't mappable. It's entirely up to luck whether a player SSes this section. You can replace with a spinner if you like, in which case end the map at 05:02:946 (7) .

I found lots of other minor (but rankable) quirks. Hit me up for a complete mod if you like.

Very nice map overall, deserves to get these issues ironed out and reranked ASAP.
Verdisphena
oh well
Topic Starter
Colin Hou
Sorry for taking long to get a reply on this. I'm now busy with applying for graduate lectures and have little time to sit down for games.
And forgive me for not making every reply a single post gentlemen, cuz that might be looks like spamming the forum.

jericho2442 wrote:

C.Hero

00:22:290 (2,1) - two identical sliders, identical spacing and no slider ticks, completely different speed and not way musically or visually knowing. unrankable
it can be easily read on AR8,the approachcircle of 00:22:983 (1) is already halfed and the new combo on 00:22:630 (1) is also for the sign of speed change.
00:47:370 (1,2,3,1,2,3,4,5,6) - again identical spacing, completely different timing, no way of the player knowing without trail and error, unranakble
that is a common antijump for a sudden slow part.

Kurai wrote:

There are many silenced notes here. If you're going to silence notes, just don't put them in the first place. :<
00:26:711 (4) - here this sliderend has a lower volume to keep consistence with 00:25:694 (1,2,3). and as slider, it has a better flow with 00:27:050 (5) than 1/2 notes.
00:27:728 (7) - here ^
03:53:206 (6,7,8) - here 5% is audible on these notes as there is no instrument, and 03:51:510 (1,2,3,4,5,6,7,8) this whole pattern is placed symmetrically to express the constrast on this music change.
04:51:366 (4) - here lower volume for the sudden guitar end.

jericho2442 wrote:

C.Hero
00:03:636 (1,2,3) - extremely incorrect spacing, more distance between 1,2 is needed, look at the timing of the pattern
this is a quite common slider jump on 00:04:314 (2,3).
00:06:600 (2) - note feels out of time, doesnt follow anything within the song at all. this needs either moving to the red tick or deleting
if you check the earlier part, you'll find this keeps consistent with 00:02:282 (1,2).
00:09:902 (5,6) - its the same here, mapping to nothing at all is not really allowed
As you can notice, the guitar part continues repeating even the vocal starts. And to provide a smooth change to vocal, I used these 2 notes with 00:10:241 (1,2,1,2,1,2) as a bridge. And for why 2 1/4 notes, you can find rhythms like 00:05:669 (2,3) before.
00:17:539 (9,1) - move closer again, extremely bad and inconsistent spacing which becomes confusing to play because the songs patterns are soft at this point making this jump feel totally out of place for your own mapping style within the map
In face it has to be like that, check the distance between 00:16:861 (8,9) and 00:17:539 (9,1) you'll see.
00:22:290 (2,1) - as i said before, completely and totally unrankable. 2 identical sliders right next to each other with a huge speed difference, no tick or visual sign to let the player know, this is completely not allowed
as explained before.
00:27:050 (5) - not a unrankable issue......but really add a new combo here....like wut xD
it's in the middle of the lyric 'su' and 'ki', 'suki' is considered as a whole word. and for the objects becomes more frequently used, the HP recover is also much more than the 1/2 notes part. that's why I kept this combo till the lyrics end.
00:47:370 (1,2,3,1,2,3,4,5,6) - as i stated before this is also completely unrankable, there is no spacing used at all at this point, leaving the player to blindly guess the spacing of each note, the song also does not tell the player unless they already know it extremely well. space this part....at all.....something. not just everything with completely different timing but all the same spacing regardless
this is quite common used anti jump. Unlike some 1/1 ones, this is 2/1 on timing, and the approachcircle of 00:48:049 (2) just appears when player has finished the hit on 00:47:370 (1), that's quite easy to tell on sight reading part. for 00:49:405 (1,2,3,4,5,6,7) part, they're something with even spacing and easy to play.
00:51:440 (1,2) - again with speed changes what are impossible to notice, without slider ticks these are completely unrankable
sliders in this shape with 1/2 length have been introduced before, and there is no slider right before it. and one more thing, as this is the first time I used it in this map, if you notice the jump on 00:51:271 (7,1), you'll see the distance between 00:51:271 (7,1) is the same with the distance between the starting and ending position of 00:51:440 (1).
02:08:753 (1) - again not visually possible to notice this speed change
as the speeding up part, this has been introduced in this map like since 00:44:657 (1) before. as the music part, this is lilke a repeat part and it's easy to tell what is coming next.
02:15:535 (1,2) - again
02:44:018 (1) - again
04:55:277 (6,1) - make smaller spacing, totally unexpected and goes against the song at this point
actually 04:55:715 (1) is exactlly the changing point of the lyric. so there will be a change on the spacing.

mm201 wrote:

Please delete from 04:52:213 (1) onward. It doesn't have an established BPM so isn't mappable. It's entirely up to luck whether a player SSes this section. You can replace with a spinner if you like, in which case end the map at 05:02:946 (7) .

That is why I used OD7 after the current timing was given by cube(as nowadays OD7 can even be DT+HRed with 100% acc, you may also notice the OD setting on other diffs, Hard 7 and G.Hero 8). I also used a not even spacing between the notes to prevent players hitting notes without taking care of the approachcircle. although this is general a 177/178 bpm song, but in this part the time between each notes are quite long compared with the normal/solo part. If one try to make his hit by reading the approachcircle and with a relaxed feeling about how the vocal goes, it is absolutely easy and possible to get SS.
Thanks for taking a look on this 303 seconds loooong bpm 61-180(177) objects 1085 map. Sorry but I don't feel like to change based on the things listed above, they're not or against my very beginning thoughts of mapping this song. I'd like to see this reranked as it is if possible.

Again, a better metronome for supercell plz.
eveless
remember to move it to pending
Pokie
o3o
NatsumeRin
As nothing changed here, reranked. Sorry for the inconvenience, we'll be more careful with our future works.
ssssssssssssssss
哦哦!
alacat
太好了 :)
LKs

alacat wrote:

太好了 :)
Flask

alacat wrote:

太好了 :)
Heatherfield

alacat wrote:

太好了 :)
Quilt

alacat wrote:

太好了 :)
Kurumi-Chan_old
Hola que hace?
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