great map~
maybe add the tags: zts, interface, c77, Jiritsu -Sayonara 20dai-/而立~さよなら20代~?
(just a suggestion w)
maybe add the tags: zts, interface, c77, Jiritsu -Sayonara 20dai-/而立~さよなら20代~?
(just a suggestion w)
Legenda wrote:
→ Unrankable things, must fix
→ My human doubts, things to consider
→ Tips & Tricks to make your map better
♥ → Greetings
* → Just comments, not mods
Naked Lines → Mods
Fixed some of themPizza Kun wrote:
Food Modding queue
[Insane]
It's a bit easy to be an insane >.<
00:41:138 (2,3) - stack better ok
00:48:197 - Add note in 256 || 272 and CTRL + G in 00:48:001 (3,4) sry I don't understand...?
00:49:570 (3) - 3 in 256 || 68 and add note in 256 || 195 still don't get it
00:52:903 (4,4) - Stack ok
00:59:178 (1,2) - with clap
01:09:178 (2) - Ctrl + G
01:09:766 (4) - Ctrl + G
01:11:138 (3) - Ctrl + G ? i think
01:13:884 (4,5,6) - Stack betterok
01:17:805 (4) - In 148 || 192
01:18:001 (5) - In 364 || 192
01:47:021 (2,3) - Ctrl + G and this
01:56:629 (5,8) - Stack ok
02:10:942 (10,5) - Stack better ok
02:23:295 (2,3) - Ctrl + G
02:29:374 (2,5) - Stack better ok
02:33:295 (4,5) - ^
02:34:668 (2) - Ctrl + J and 220 || 292
02:43:687 (3,4) - Stack
02:45:452 (4,3) - ^
03:21:531 (4,5) - Ctrl + G and 03:21:923 (6) - in 256 || 372
03:36:629 (2,5) - Stack better ok
[Hard]
00:42:707 (2,3) - In 116 || 272
01:31:335 (2,3) - In 132 || 208
01:57:021 (3) - curve a little closer ok
02:05:256 (1,6) - Stack with 02:03:491 (3)
02:20:354 (1,2,3) - Ctrl + G nah I think it's fine
02:28:001 (3) - Ctrl + G
02:29:178 (2) - ^
Wow, I've never had anyone write a mod post that is... how can i describe this.. The most accurate description would be poetically beautiful with deep analysis and proses with imagery. Are you perhaps a modding poet? haha this must be the most awesome modpost to read and I'm sorry for taking so long to reply if you have been waiting for one from me, so allow me to return the favor.11t wrote:
Hello! From my queue.
hihi!
[Hard]
Your mapping style is very clean. Through most of the map you've stuck to a stable distance snap; this makes the gameplay smooth and unambiguous, and the flow continuous and reliable. At the same time, your creative use of double stacks helps maintain interest and conveys your unique grasp of rhythm throughout the song. Wow. Thank you. So much.
Also your map looks great. Your objects aren't placed randomly; they're clearing arranged with some aesthetic goal in mind. The end result is actually pretty nice to look at, which makes the map much more fun to play. thanks so much!
00:49:962 (1,2,3,4,5,6,1,2,3,4) - Incredible passage. When I actually landed all of these notes I was surprised, because the timing of the music during this section can be somewhat deceiving, especially for players who haven't heard the song before. I was surprised at how your choice of objects and your arrangement of those objects made this section so smooth and unambiguous to play through. Your innate sense of rhythm really shines through here, as well as your sensibility towards stable gameplay. good job! I think you overstated what I really did but that felt great to read
Players have fun when they are faced with a challenge. Players have even more fun when a well-designed map enables them to overcome that challenge. This passage here is a perfect example of how you've applied mapping techniques to guide players to success through a potentially problematic and confusing section.
Your mapping style here fits the tone of the music quite well. The overall stability and smoothness of the gameplay both accomplish this, but there are also these subtle things that you do to convey "softness." For example, your sliders follow gentle and symmetrical curves, and your objects avoid overlap and seem to fit into one another, like puzzle pieces.
03:58:197 (1,2,3) - The sliders here are just so subtly curved. Another example of where you apply softness to your map.
Overall this is a fantastic map. Like I said, the gameplay is smooth and stable, and there are little, if any, points of confusion. Every section seems new, yet plays smoothly as if it were familiar. Great job!
Personally, however, I would have liked to see you push the boundaries a bit more, and escape more frequently from the confines of your chosen distance snapping. Maybe the style of the song and the limitations of the difficulty don't allow you to design dramatic jumps, but I still think that this map could really benefit from more creative application of varying spacing. Yes, you are absolutely correct. I have increased spacing in certain areas and added a few more jumps to create diversity and pushed the boundaries a little further. thanks for your advice!
I can't find any real issues here. But I hope my more generalized feedback here was somewhat helpful.
[Insane]
01:04:668 (1,2,3,4,5,6,7) - I really like these sorts of streams that you have. I think it's the close spacing; it makes the streams more relaxing than tense, which suits the feeling of the song well. yes, I think these small spacing streams fits this song specifically.
01:36:236 (3,4,5,6,1) - Wow, that was satisfying. All throughout the map you've got these little moments that present the player with a unique experience. A lot of your map consists of half-beat sliders and evenly spaced hitcircles, so these moments really spice up the gameplay and help to keep things interesting. yea I love this part!
02:30:158 (5) - This one is difficult to read. It does add visual symmetry, but I think it's a bit inconsistent with the rest of your object arrangement in this section. You don't hide non-adjacent hitcircles underneath slider releases anywhere near here, even though the melodic and rhythmic phrases repeat throughout the section. It's a bit unexpected, and is not part of a repeated pattern, so I personally think you should move this circle elsewhere. let me think about this
03:14:276 (1,2,3,4,5,6,7) - Hard to read. Continuously stacking on the 1-circle position doesn't mix well with accelerated spacing, imo. This was the most problematic area for me personally in the entire map. haha I see.. well this is kind of expected I guess? before leading to the final chorus I like this kind of zigzag pattern. It poses a bigger challenge I guess
03:17:805 (1,2,3,4,5,6,1,2,3,4,5) - If I wasn't so personally biased towards expanding/contracting triangular jump patterns, I'd probably point out that the 6-circle is somewhat buried and hard to read from the rest of the pool of approach circles in this passage. But variable-spacing triangular jump patterns is like my osu fetish, so I'll just uh not talk about it. lol I actually think this part is quite fun and fits the song well I don't know. maybe it's just me.
You've let more of your creativity shine through here than with your Hard difficulty, which is understandable, as Insane difficulties usually give mappers complete freedom. You've utilized the jumps that you have decided to work with extremely well, and your placement of objects around the map is visually appealing and fun to play through. thanks so much!
[General]
Overall, the mapset feels clean and professionally-designed: direct, refined, meticulous, with a slight softness that is fitting to the music. Architectural is the best word I can think of to describe it.
Your style is perfectly set up for monotoneity: consistent spacing, consistent rhythm, and consistent visual style are dominant elements of your mapping style. Yet somehow you make every moment of your maps a new experience, far from boring, in fact, incredibly fun.
Good luck with ranking! This mapset is amazing!
Thanks so much for modding!!sheela901 wrote:
[General]
Maybe enable the kiai time to 04:07:609 to 04:07:707 .
yes you are right, I fixed the kiai times!
[Hard]
03:29:570 (8) - Remove the repeat?
03:54:668 (2) - ^
Sorry if it's just three things. Good Luck and star!
Alarido wrote:
Hi ^^
hihi!
[Normal]
I have noticed so few or no hitsounds (hitnormal doesn't count).
00:53:099 (1) - add finish on head -- kiai start
01:05:648 (1) - add finish - new song moment on kiai's middlepoint
01:13:884 (2) - For a better blanket, move the middle point by 2 grids right.
01:30:354 (4) - For same reason, move middle point by 2 grids down.
01:43:687 (1) - Move the 4th node to x:216 y:104 for a better blanket with the head of slider 01:44:864 (2) - and... if you did this, move the 2nd node to x:296 y:104 in order to keep the symmetry.
02:01:334 (3) - add finish on tail
02:14:276 (2) - ^
03:17:021 (3) - ^
03:29:962 (1) - add finish on head
03:42:511 (1) - ^
03:55:060 (1) - ^
I'm so sorry, I think I forgot to do save when I did hitsounds on Normal. but it's fixed now! thanks!
[Hard]
* Hitsounds feels present and OK. You could 'copy' them from here to the Normal diff for consistency, too.
02:12:315 (3) - Ctrl+G here and also on 02:12:707 (4) - to a slighty better flow. It will also centralize the 'jumplet' (= 'little jump'), bringing more harmony to the pattern flow (:
I switched it up! thanks!
[Insane]
* Hitsounding OK, patterns too, flows well... Nice diff ^^ thanks so much![/notice]
That's all.... take a Star!
Let's rank soon ^^
Att. Thanks so much for star+Mod!!!
emmy wrote:
great map~
maybe add the tags: zts, interface, c77, Jiritsu -Sayonara 20dai-/而立~さよなら20代~?
(just a suggestion w)
yes that's true~ I'll add it. although I'm unsure why the ranked version doesn't have it
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F,0,30746,30942,0,1
F,0,30942,34080,1
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F,0,34472,34668,0,1
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F,0,38589,38785,0,1
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M,0,40550,,175,400
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F,0,43295,43491,1,0
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F,0,46236,46433,1,0
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//Storyboard Sound Samples
[Insane]
- Hitcircle set
- hitcircle.png
- hitcircleoverlay.png
- approachcircle.png
- reversearrow.png
thank you so much for modding!! :>!ZLOdeuka- wrote:
hi~
hihi!
[Normal]
✦ 02:28:001 (1) - start here 02:27:805 and finish here 02:28:393
I think it's ok, I like to start on the drum beat
[Hard]
✦ 01:24:472 (1) - remove new combo mm, maybe not? I prefer to NC on strong down beat
✦ 01:25:452 (4) - new combo
✦ 02:03:491 (3,4) - spacing. 4 spinner lower down the snap ok
✦ 03:37:609 (5) - http://puu.sh/49zdL.jpg So goes the better ok
✦ 03:44:080 (4) - ^ ok
[Insane]
✦ 00:33:687 (10,1) - spacing ok
✦ 01:18:197 (6) - this combo knocks. it's not necessary. can remove it? combo? sry I don't understand
✦ 02:26:236 (1,2,3) - very hard to play.it will confuse players. because 02:26:825 clearly need combos. Circle put here well the spacing here is even so maybe i'll leave it
✦ 02:52:119 (3) - may be a slider will sound better? finish it here 02:52:707 (volum down) mm let me think about this
✦ 03:26:825 (3) - 1 grid to the left ok
nice map good luck
BakaHuang wrote:
应该懂中文吧?
可以的
Anesthesia
00:33:884(11)-这里加个note 跳一下也比较舒服
打的很舒服 nice map
哇謝謝!!
no kds
ありがとう! 超嬉しい!Melophobia wrote:
HeLLo~
meLo!!!! :>
[General]
Combo color 4 isn't suitable imo considering that all other colors are light ones. :< that's so true.. fixed, I made it lighter
You must complete a set of elements you skinned, by which I mean you must add reversearrow.png. fixed! sorry about that!
[Insane]
01:27:217 (4) - Move this slider downward a little more? This one flows better imo. http://osu.ppy.sh/ss/954610 mm~ I decided to leave this because I like it side by side :>
01:31:335 (3) - x:352 y:112 and 01:31:727 (5,6) - x:440 y:252? I can tell you tried to stack (3) with the previous (1) but it isn't noticeable in play mode. fixed!
02:19:766 (2) - Honestly i don't like the way it looks, how about rearranging it like this? http://osu.ppy.sh/ss/954620 mmm~ okay sure I guess I thought it looked nice though : )
02:25:648 (6) - I dont like this stack.. how about moving this note to x:164 y:104? just suggestion though~ fixed!
03:15:648 (1) - A speed down here would be awesome imo~ oh yes! fixed!
03:58:001 (6,7,1) - x:232 y:80? looks better to me. fixed! well actually I still moved it higher up because I want this jump to be big
Forum PM me whenever you want a bubble. :3
mod+starありがとう!! :>!RandomEffect wrote:
From my queue~
Congrats on getting Melophobia's star!
My suggetions are a few~
hihi!!!
[General]
- L34-1.png : "もう" is unnecessary, isn't it? あ ほんとだ ありがとう!!
- How about "Jiritsu ~Goodbye Twenties~" for tags? (Album name) fixed!
[Hard][Anesthesia]
- 00:56:236 (1) - curved slider is better fixed!
~☆
- 03:32:119 (2) - move to x:256 y:244 fixed!
Go, Go, ranked!!!
❤Melophobia wrote:
~
Frostmourne wrote:
hi soup
hihi!!!
Normal
AR5 -> AR4 Yeah! I think this plays better for me too!
Hard
AR7 -> AR6 As for this one, I think it's too slow! cause this difficulty has a lot of stacked beats so when AR is too low it looks very messy because too many objects show up too soon, so I think I will leave this one :>!
in Normal, most of notes are long sliders which don't look too much cluttered and thus, you can go with AR4 comfortably.
in Hard, my personal feeling though that AR6 fits with the pace of notes that you placed. There are many punctuations inside which you don't need this high AR also it's way comfortable with DoubleTime mod.
Just a remark though, you don't need to change them if you don't want. Feel free to choose either only one diff, both diffs or nothing and then contact me via forum-pm or in-game
I love you Frostmourne :>!
LOLLLLLwinber1 wrote:
wow I'm stupid, I accidentally edited your post.