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nano feat. MY FIRST STORY - SAVIOR OF SONG (TV Size)

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Kodora

Irreversible wrote:

That's actually true, but I have to agree with Konei; the spread between normal and hard is rather bad, due to this really big SV jump.
Song requires this SV. I tested it several times with different SV and i must say that slower one is just doesn't fit for me (i even asked several BATs about x1.72 SV usage - it is totally common here).
However, it is really not that fast or hard to call it Insane tho - it was FC'd very fast by average skill players and it is really not a great challenge for any advanced players.

Thanks for opinions.
Konei

Kodora wrote:

(...) However, it is really not that fast or hard to call it Insane tho - it was FC'd very fast by average skill players (...)
That doesn't mean anything; even if you could surely say that the players who fc'd it were all average players, it still doesn't have to be for everyone. Maybe those players had a good day today? You never know.

I just stated that I think the gap from Normal to Hard is really high.
Natsu
Gratz baka kodora and Yuko owo
those
Large post incoming. Should be expected anyway. Unrank to follow.
Broccoly
aw.. hey guys cheer up ;)
can't be that bad since now mappers will not be left hanging
those
We've received a lot of complaints about this map (mainly Kodora's Hard) and I'm here on behalf of the BAT to temporarily unrank this mapset before a week passes, in which it will be too late to save this mapset.

One of the bigger concerns here is an issue with the spread. With the current Hard diff which is an Insane in disguise by means of difficulty naming, this leaves a rather large gap between the second and third diffs.

Furthermore, TheGrimOfCrazy's mod was not addressed, but rather shoved off, and the ranking BAT perhaps missed this. It is clearly unjustified due to this single line:
15:08 Kodora: that's something what not going to be changed because it was mapped with all those overlaps in mind :I
For future reference, it's important to state why your way is better than any suggestions given (if any).

The last part of this address comes with all significant problems in the map that led to this unrank.

[General]
  1. http://puu.sh/58ZVm.png Colours much too similar.
[Hard]
  1. 00:07:030 (5,1) - First slider body completely overlaps with second.
  2. 00:14:999 (2,3,4) - (2) is completely hidden under slider body, and (2,3,4) presents itself with a strange rhythm. 00:15:624 - needs to be played, and thus you cannot play 00:15:468 (4) - as a slider.
  3. 00:17:343 (1) - Circle completely hidden under slider body in the time span of 1/2.
  4. 00:52:033 (1) -
  5. 00:58:127 (2) -
  6. 01:00:003 (5) - These three are absolutely inappropriate and can be played/read much better in a different position.
  7. 01:02:972 (7,8) - Much of (8) is hidden under (7).
  8. 01:08:128 (2) - Circle completely hidden under slider body.
[Insane]
  1. 00:00:780 (1,2,3,4,1) - Very erratic spacing. Can be much improved to serve as a better intro section.
  2. 00:58:753 (3,4) - It makes zero sense for you not to do like 00:48:752 (1) - .
  3. 01:19:223 (1) - Unnecessary overlapping, counter intuitive. Try 155:100.
  4. 00:14:062 (1,1,1) - New combo spamming is largely unnecessary across the entire map. You don't want or need a new combo just because you're changing slider velocity.
I'm not calling any of these \unreadable\ since you have all sorts of creative excuses to divert from that, but rather, I'm asking you to find better object placement for each of the highlighted sections. Of course, if you need any help, I'm sure many of us are more than willing to help you improve this map.
Fycho
omg…
Kodora
Alright, going to reply to all stuff related to my diff.

those wrote:

We've received a lot of complaints about this map (mainly Kodora's Hard) and I'm here on behalf of the BAT to temporarily unrank this mapset before a week passes, in which it will be too late to save this mapset.

One of the bigger concerns here is an issue with the spread. With the current Hard diff which is an Insane in disguise by means of difficulty naming, this leaves a rather large gap between the second and third diffs.

Very questionable. Of course, it may be a bit hard for regular hard diff, but it is not that hard to call it Insane. SV jump is not a valid argument here - judge it by real playability please.


Furthermore, TheGrimOfCrazy's mod was not addressed, but rather shoved off, and the ranking BAT perhaps missed this. It is clearly unjustified due to this single line:
15:08 Kodora: that's something what not going to be changed because it was mapped with all those overlaps in mind :I
For future reference, it's important to state why your way is better than any suggestions given (if any).

I strongly suggest read full log here. Everything what TGOC mentiored was properly replied (please read full log, it is still here). Please don't cut single phrases from log, thank you.

The last part of this address comes with all significant problems in the map that led to this unrank.

[Hard]
  1. 00:07:030 (5,1) - First slider body completely overlaps with second. Yes. This is how i like to see it. There is no any readability problems with this, and this is just impossible to miss here due to intuitive placement. You can see approach circle of next slider and guess how to play this part in one try.
  2. 00:14:999 (2,3,4) - (2) is completely hidden under slider body, and (2,3,4) presents itself with a strange rhythm. 00:15:624 - needs to be played, and thus you cannot play 00:15:468 (4) - as a slider. Hidden note is perfectly playable and also perfectly visible (thought yes, it placed tricky, but still visible and not give any problems about readability). I also disagree with your rhythm suggestion, it doesn't fits well for me, sorry.
  3. 00:17:343 (1) - Circle completely hidden under slider body in the time span of 1/2. This circle not causes any readability problems due to approach circle being visible and due to spacing being enough intuitive to sightread it.
  4. 00:52:033 (1) - Yes, same
  5. 00:58:127 (2) - ^
  6. 01:00:003 (5) - These three are absolutely inappropriate and can be played/read much better in a different position. I'm very disagree with you, this is break my style and i also don't see ant problems about it
  7. 01:02:972 (7,8) - Much of (8) is hidden under (7). And? This is placed enough intuitive to play next slider, also i suggest you to take a look at this map (Dear Yuko diff - Hard diff). This plays intuitive and well enough
  8. 01:08:128 (2) - Circle completely hidden under slider body. Not cases readability problems, same as above.
I'm not calling any of these \unreadable\ since you have all sorts of creative excuses to divert from that, but rather, I'm asking you to find better object placement for each of the highlighted sections. Of course, if you need any help, I'm sure many of us are more than willing to help you improve this map.

I'm sorry, but i must refuse all those suggestions since my current placement not cases any real problems (i tested this diff a lot to be sure that it plays well, a lot of testers and at least 2 BATs confirmed that it plays well enough - and even you actually "not calling any of these \unreadable\") and because all your suggestions break my style and since you didn't suggest anything better here (except "unstack, which is not acceptable for me due to my style).
So, no changes on my diff so far~
Kinomi
in kodora's hard
01:02:972 (7) - this one affects the flow a bit
because of overlap ad stack 2 sliders' head,and this is kiai moving is in a fierce statu,need to read 01:03:284 (8) - first and move cursor back, makes me uncomfortable
Kiiwa
._. expected. go make another hard \:D/
Topic Starter
Skystar
Lol.
Momochikun
pro Kodora..
Irreversible
Well, it was predictable, but let's try to make the best of this situation.

So as said, the main problem seems to be the spread (already mentioned, the gap between normal > hard is rather big), so you should consider adding another hard, which fixes the big gap between it. About your hard, kodora, readability is very subjective
, we should not forget that. We should try to compromise, so that it fits for the most possible players, shouldn't we?

The hitsounds personally bother me, they sound really odd (N:C1 as far as I remember), I will try suggesting one when I'm at home, currently @school.
HakuNoKaemi
01:02:972 (7) -
Try this to improve the pattern graphically (it's played the same way)
The slider was a bit cramped, so it did look strange

00:52:033 (1) - Nazi this from y:312 to y:313
(You would probably have killed me for suggesting this XD)↓

Change the Combo Colour 3 since it do look too similar to Combo Colour 1. I may suggest using 170,193,255 (similar to Iona's hair,Takao's dress)
I don't want kudosu's for this

Ah, before I don't remember
00:25:781 (1,2,3) - is repeated 5 time in the same section, so try
00:27:032 (1,3,4) -
00:28:282 (1,2,3) -
17VA
I agree.

It needs one more Hard diff.

Kodora's hard feels like almost insane.
lkx_Shore
nooooooo
HakuNoKaemi
Nope, the Hard doesn't feel that hard, and the Normal is a solid Normal. The only difficulty in bewteen might be a Normal+ with lots of 1/2, but the spread is nice as now.
a solid Easy, solid Normal, solid Hard.

Anyway,
for the Insane
00:00:780 (1,2,3,4) - play bad, since it seems it should be a stream, and the (1,2) jump doesn't seem hinted by the song, differently from the (4,1) so: remove the jump before and enlarge the spacing of those three(2,3,4) or try to map it like this (flow better, and is related to how you mapped after)

00:29:532 (1) - It look pretty bad, try this

00:32:657 (1,2,3,4) - after a relaxing part, and a long jump, jumping that much can be harsh, so

00:42:189 (4,1) - You end with the drums and start with vocals? You can try ending with the vocals to it as example: ( one slider per word, the second one is slowed up by a x0.33 section(-300 in the .osu)

In the end, there was no reason, for me, to unrank this.
If the players see something not used by a non-famous mapper, they obviously freak out with no-sense.
Ah, you can fully map normal and easy
Chloe
秽れた世界を_ざ止めて
仆らのドゥルモンを
Sounds stop and rewind, stop and rewind
失った希望を
坏れた时间のピースを集めて
取り戾すために
You need to follow no one, following no one
Gero

17VA wrote:

I agree.

It needs one more Hard diff.

Kodora's hard feels like almost insane.

Meh . . Idk why this map got unranked :/ kodora difficulty is really okay as hard . .
IceBeam
wow guys I'm a bit dissapointed

I completely disagree that the mapset is unbalanced..every difficulty mapped just like it should be for 4-diffs mapset. there's a possible small gap between normal and hard, but I'd rather said Normal could be a bit harder, but Kodora's Hard...it's literally can't even be easier, seriously. It's mapped using the lowest possible distance spacing and ar for comfortable play, otherwise it would be just a mess. come on guys, it's a 192 bpm song we're speaking about.

but I also liked Normal, it probably could use more 1/2 complicated rhythm patterns but that's not essential.

I would perhaps disupute about semi-hidden objects in Hard, but that's, you know, a certain BATs' choice whether to accept them or not and it should be done before ranking. the map got ranked, so you shouldn't have bothered it now,imo

anyways I hope you guys work this out asap cause this map is really decent one,gl
Broccoly
>decides to rank after 3 months of osu break
>gets hdhr fc on insane dt fc on hard
>unrank

asjfklsajfl;ak lol
best luck to the rerank!!
HakuNoKaemi
http://puu.sh/59MnY.osu

Should decently fill that gap people find, but it need hitsounds and nazi-checks
Natsu
I agree with IceBeam mostly, Also Kodora ask me long time ago for a test play and I get S on first try the hidden circlers and overlaps are pretty readables and it play very intuitive the diff is a simple hard is not like a soft insane plz Is a 191 bpm song, also I dont see a real big problem with the spread IMO.

Gl and hope this get reranked soon c:
Zare
Okay okay okay okay okay okay okay, I got this.

Even tho there's the new guest Hard now (which I have not looked at yet), I still want to try to bring up some points to consider for this and for future maps.

"This is bad because it's unreadable."
This is usually not a good argument since readabilty is always entirely up to the player. However that generally applies mainly to Highdiffs, while the usual [Hard] diff should be in a reading difficulty range that the usual [Hard] player can read without toooooooo much trouble.
When the majority of mappers that check a map consider the reading difficulty of map much higher than what the usual [Hard] should have, there's most likely something wrong. This can be fixed either by adjusting the spread (as in adding a new diff like you guys did) or changing those hard part.

What should be done right now depends depends on the spread, not the mapper spirit. Making Kodora's Hard, containing jumps and stuff, much easier would make the gap from Hard -> Insane too high and we'd end up with a similar problem, so the correct way of fixing this is most likely adding a new diff. You did that, but I suppose it was done for the wrong reasons.

"This is not unrankable so I won't change it. It's my style."
Even worse argument. If you can't justify why you mapped something the way you did and have to use that line, something is wrong as well.
Note the following: You don't always need to justify patterns or choice of object placement by how it fits the music perfectly. Gimmicks that simply exist to make the playing experience interesting are fine, too, sometimes it's even alright to say "this looks better". Therefore, explain in what way your gimmick IMPROVES the playing experience. If you aren't able to do that and other mappers and modders explain in detail why your gimmick actually WORSENS that experience, you should consider that they might be correct.



You know, in this specific case the best thing you could have done after the unrank was trying to compromise.
I myself know that it is unpleasant to be told that the main idea of your map sucks and that you don't feel well aboiut changing it, so try to only change it partly and see whether that works.
In this map you have slider overlapping a) circles and b) other sliders. Reading the slideroverlaps is much easier than the circleoverlaps because the player sees the slidertrack and can use it to read the object, this doesn't work with completely covered circles, which can only be seen with approach circles.
So stick to the idea of overlapping sliderheads, but change the circles. That way you can keep "your style" and fix the readbility issues. This kind of approach is the best for both sides, as it is usually the fastest.
HakuNoKaemi
http://puu.sh/5acMx.osu

Hitsounded it ~

I actually did want to map it anyway and I used the situation as an excuse, so I beg your pardon.
Ah, my internet key doesn't work that well, so I was able to upload it only now >.<
Suimya
Let's see what i can find on Haku's diff, I've been asked to mod it!


Haku no Arpeggio:
  1. 00:02:811 (4,1) - switch the whistle since, it's better to follow the vocal here not the music, and the music is way too soft to hear it
  2. 00:06:874 (1) - you made a small overlap here, so how about moving this slider like this to avoid the overlapping?
  3. 00:08:124 (1) - move 2nd and 4th slider points 1 grid down it'll make better shape then the one atm imo
  4. 00:20:000 (1) - switch the whistle with finish, sounds much better if you ask me
  5. 00:27:969 (4) - i don't think the slider's end needs a finish sound, since it's way too loud for this part, and i suggest you to remove it
  6. 00:41:876 (4) - a nc here would be good, and it'll follow the vocal so well~
Wow nice diff o.o/ that's all I could find <3

Good luck with the Rerank Yuko :3
HakuNoKaemi

Sekai-nyan wrote:

Let's see what i can find on Haku's diff, I've been asked to mod it!


Haku no Arpeggio:
  1. 00:06:874 (1) - you made a small overlap here, so how about moving this slider like this to avoid the overlapping?
    The overlap is seeable only from the editor, it doesn't affect it while playing. (2) is more curved and a little rotated in front of (1) too, so I do like the pattern as it was too ^^
  2. 00:27:969 (4) - i don't think the slider's end needs a finish sound, since it's way too loud for this part, and i suggest you to remove it
    Dampened it to 20%
Wow nice diff o.o/ that's all I could find <3

Good luck with the Rerank Yuko :3
http://puu.sh/5ahQn.osu

Answered what I didn't change/did differently
Topic Starter
Skystar
hi hi guys I'm sorry.

the reason why I didn't immediately deal with this map was I got some fucking trouble in my real life. I couldn't even use my PC yesterday.

will figure out all the stuff of this once I have solved my trouble in real life. sorry for being delaying.
Ceris
Just a quick thing. Since the anime is called "Aoki Hagane no Arpeggio: Ars Nova", add "Ars Nova" to the tags. Or even better, change the source name to romaji.
HakuNoKaemi
Tekklorn
Bit disappointed about the unrank, I personally thought it was fine. Best of luck to the rerank then I guess.
Konei
Small suggestion for Yuko on Insane.

00:48:752 (1) - How about using 3/4 rhythm here aswell as you did on the second KIAI? Would be more consistent which is somehow better here in my opinion.
-kevincela-

IceBeam wrote:

wow guys I'm a bit dissapointed

I completely disagree that the mapset is unbalanced..every difficulty mapped just like it should be for 4-diffs mapset. there's a possible small gap between normal and hard, but I'd rather said Normal could be a bit harder, but Kodora's Hard...it's literally can't even be easier, seriously. It's mapped using the lowest possible distance spacing and ar for comfortable play, otherwise it would be just a mess. come on guys, it's a 192 bpm song we're speaking about.

but I also liked Normal, it probably could use more 1/2 complicated rhythm patterns but that's not essential.

I would perhaps disupute about semi-hidden objects in Hard, but that's, you know, a certain BATs' choice whether to accept them or not and it should be done before ranking. the map got ranked, so you shouldn't have bothered it now,imo

anyways I hope you guys work this out asap cause this map is really decent one,gl
That sums it up for me. I have seen the Hard diff, and I didn't find the gap between the two diffs SO BIG, I have seen really worse cases. Kodora's Hard imho is just an Hard, no more and no less. The only reason that could make it a bit more difficult than the rest of the Hards is probably the quite high BPM and some overlaps, but I personally don't think that an unrank was needed there. The only thing that I didn't find really readable and more suitable for an insane is 00:17:343 (1) - , which I would have just stacked on 00:17:500 (2) - and that's it. Oh well, I guess it's too late to argue now... Good luck with reranking your map! If I have time I'll also try to mod the map and try to get this back.
Nemis
What. The spread was perfect as it was! Anyway, let's give some suggestions for Haku's difficulty then (hoping that yuko is going to add it since I don't think those is going to give the heart back without another diff between the hard and the normal).

[Haku no Arpeggio]
  1. 00:09:999 (6) - Mi sembra sbagliato escludere la musica di sottofondo che parte nel bel mezzo di questo slider anche se non fa parte dei vocals, consiglierei quindi di aggiungeci una nota. Trovo perfetta la combinazione 1 note sul red tick + 1/2 slider che parte su quello bianco.
  2. 00:10:624 (7,1,2,3) - Questo pattern è davvero poco intuitivo e difficile da leggere in quanto ci sono diverse note che cadono sui red ticks. Ti consiglierei di cambiare il pattern (non necessariamente il ritmo) rendendolo più leggibile, magari sostituendo 00:11:249 (2,3) - questi due elementi con dua sliders 1/1 che partono sui red ticks.
  3. 00:15:156 (5) - Suona malissimo questo clap quì! Spostalo sulla testa di 00:15:468 (6) - questo slider, così sì che va bene. Ti consiglierei inoltre di aggiungerne un secondo sulla testa di 00:14:843 (4) - quest'altro slider.
  4. 00:23:281 (2,3,4) - Quì trovo il blanket fatto un poco male, sono più che sicuro che tu possa migliorarlo almeno un poco!
  5. 00:31:719 (1,2,1) - Ti consiglio vivamente di stackare questi elementi manualmente o di cambiare la struttura del pattern, in questo momento se giochi la map ti accorgerai che c'è qualcosa che non va in questo stack:
  6. 00:39:064 (2,3,4) - Come riportato sotto, nello screenshot, mentre si gioca questo pattern si sfasa il blanket. Prova quindi a stackare manualmente questi due elementi (è sufficiente spostare 00:39:533 (4) - questo elemento a x:444 y:100).
  7. 00:46:252 (3) - New combo quì per enfatizzare l'inizio del chorus/KIAI anche se la combo precedente sarà composta solamente da due note.
  8. 00:47:970 (6) - Anche quì trovo questo clap orrendo... non l'avrai mica fatto di proposito D:? Secondo me suona decisamente meglio sulla sua testa, non sulla sua fine, mantieni questa consistenza con i clap e vedrai che gli hitsounds spaccheranno di più.
  9. 00:56:252 (4) - Aggiungi una new combo quì e rimuovi quella successiva (00:56:721 (1) - ). Trovo molto meglio falla partire con l'inizio del nuovo KIAI anzichè con il partire dei vocals.
  10. 01:24:067 (1,2,3) - Stessa cosa di 00:31:719 (1,2,1) - , guarda cosa succede:
Spero di esser stato un minimo utile ^-^

EDIT: Also, I'd highly suggest to change the colors a bit since they are really similar between them, even if they have different tones; while playing I find hard to see when the combo changes without looking at the numbers.
Kodora
Finally i have time to reply to all this stuff, so

Konei wrote:

Hard is more of a soft Insane, jumps in KIAI are too overused in my opinion.
I used really few jumps what aren't feels hard even if you put DT on, i tested it carefully before using it.

Konei wrote:

Also a lot of those overlaps with circles are badly done, they're bad readable and don't spread well with Normal's experience.
All those overlaps were done in a very intuitive way. They all keeps with same spacing and placed to make them easy to read with nomod-on.
About spread: this is why this diff called Hard, not a Normal + or so. + it's really not THAT hard to play.

Konei wrote:

Also Easy SV -> 0,80 Normal SV -> 1,00 Hard SV -> 1,72 LOL.
I used x1.72 SV to achieve reasonable long sliders for overlapped patterns, and this was onliest reason why i did it. I asked several modders and BATs before using it, and this is also not onliest Hard with such BPM what uses SV over 1.60. I really feel like you even didn't played it, sorry - sliders here really not that fast, and this also was confirmed by a lot of people. Don't judge real speed just by numbers please.

Well, should be more balanced with Haku's diff anyway.

Konei wrote:

+ Hard's SV changes to 1,20, this is really too much and not fiting in my opinion.
SV changes reflecting song's tempo. Thought, x0.25 SV raisings aren't even noticeable much.

HakuNoKaemi wrote:

If the players see something not used by a non-famous mapper, they obviously freak out with no-sense.
At least i want to see some good arguments from them about WHY this is bad.

HakuNoKaemi wrote:

In the end, there was no reason, for me, to unrank this.
And you're not the onliest person who said this. I asked several BATs about it and they are confirmed that diff spread was already fine as it was, but now we need to remove all scores what people achieve here. Oh well.

IceBeam wrote:

wow guys I'm a bit dissapointed

I completely disagree that the mapset is unbalanced..every difficulty mapped just like it should be for 4-diffs mapset. there's a possible small gap between normal and hard, but I'd rather said Normal could be a bit harder, but Kodora's Hard...it's literally can't even be easier, seriously. It's mapped using the lowest possible distance spacing and ar for comfortable play, otherwise it would be just a mess. come on guys, it's a 192 bpm song we're speaking about.

but I also liked Normal, it probably could use more 1/2 complicated rhythm patterns but that's not essential.

I would perhaps disupute about semi-hidden objects in Hard, but that's, you know, a certain BATs' choice whether to accept them or not and it should be done before ranking. the map got ranked, so you shouldn't have bothered it now,imo

anyways I hope you guys work this out asap cause this map is really decent one,gl
THIS. OMG IceBeam i love you.

Zarerion wrote:

"This is bad because it's unreadable."
This is usually not a good argument since readabilty is always entirely up to the player. However that generally applies mainly to Highdiffs, while the usual [Hard] diff should be in a reading difficulty range that the usual [Hard] player can read without toooooooo much trouble.
When the majority of mappers that check a map consider the reading difficulty of map much higher than what the usual [Hard] should have, there's most likely something wrong. This can be fixed either by adjusting the spread (as in adding a new diff like you guys did) or changing those hard part.

What should be done right now depends depends on the spread, not the mapper spirit. Making Kodora's Hard, containing jumps and stuff, much easier would make the gap from Hard -> Insane too high and we'd end up with a similar problem, so the correct way of fixing this is most likely adding a new diff. You did that, but I suppose it was done for the wrong reasons.
I really don't see problems with overlapped patterns on Hard diffs as long as they places on intuitive & readable manner. All of them placed with same DS, in same ways. I tested it a lot with people who have various skill level and everyone was able to read & hit them.

Zarerion wrote:

"This is not unrankable so I won't change it. It's my style."
Even worse argument. If you can't justify why you mapped something the way you did and have to use that line, something is wrong as well.
Note the following: You don't always need to justify patterns or choice of object placement by how it fits the music perfectly. Gimmicks that simply exist to make the playing experience interesting are fine, too, sometimes it's even alright to say "this looks better". Therefore, explain in what way your gimmick IMPROVES the playing experience. If you aren't able to do that and other mappers and modders explain in detail why your gimmick actually WORSENS that experience, you should consider that they might be correct.
Point was not "it's not unrankable so I won't change it". Point is i didn't receive any damn good reasons for removing all overlapped patterns (thought i changed some patters where i received good reasons to fix them).

Zarerion wrote:

You know, in this specific case the best thing you could have done after the unrank was trying to compromise.
I myself know that it is unpleasant to be told that the main idea of your map sucks and that you don't feel well aboiut changing it, so try to only change it partly and see whether that works.
In this map you have slider overlapping a) circles and b) other sliders. Reading the slideroverlaps is much easier than the circleoverlaps because the player sees the slidertrack and can use it to read the object, this doesn't work with completely covered circles, which can only be seen with approach circles.
So stick to the idea of overlapping sliderheads, but change the circles. That way you can keep "your style" and fix the readbility issues. This kind of approach is the best for both sides, as it is usually the fastest.
I already changed some most cruel overlaps what everyone keep mentioring, but rest of them should be fine with new diff spread.

Ceris wrote:

Just a quick thing. Since the anime is called "Aoki Hagane no Arpeggio: Ars Nova", add "Ars Nova" to the tags. Or even better, change the source name to romaji.
Source should be in the language it is supposed to be. Thought yes, needs to fix tags.

-kevincela- wrote:

That sums it up for me. I have seen the Hard diff, and I didn't find the gap between the two diffs SO BIG, I have seen really worse cases. Kodora's Hard imho is just an Hard, no more and no less. The only reason that could make it a bit more difficult than the rest of the Hards is probably the quite high BPM and some overlaps, but I personally don't think that an unrank was needed there. The only thing that I didn't find really readable and more suitable for an insane is 00:17:343 (1) - , which I would have just stacked on 00:17:500 (2) - and that's it. Oh well, I guess it's too late to argue now... Good luck with reranking your map! If I have time I'll also try to mod the map and try to get this back.
Thank you kevin, i changed this.
Kodora
Also reply to all modders here:

Tsukuyomi
in kodora's hard
01:02:972 (7) - this one affects the flow a bit
because of overlap ad stack 2 sliders' head,and this is kiai moving is in a fierce statu,need to read 01:03:284 (8) - first and move cursor back, makes me uncomfortable
Alright, changed this one

HakuNoKaemi
01:02:972 (7) -
Try this to improve the pattern graphically (it's played the same way)
The slider was a bit cramped, so it did look strange Unstacked this to make it easier to read

00:52:033 (1) - Nazi this from y:312 to y:313
(You would probably have killed me for suggesting this XD)↓ Fixed nazi, but most likely BATs will kill me if i'll apply this (thought it really looks good for me :V)

Change the Combo Colour 3 since it do look too similar to Combo Colour 1. I may suggest using 170,193,255 (similar to Iona's hair,Takao's dress)
I don't want kudosu's for this

Ah, before I don't remember
00:25:781 (1,2,3) - is repeated 5 time in the same section, so try
00:27:032 (1,3,4) -
00:28:282 (1,2,3) - Sorry, no to all last 3 here since it breaks a lot of patters :V


I appreciate everyone's help & support - thank you very much. I really hope it can be re-ranked asap.

Here's diff, i also renamed it in case if you apply Haku's diff since we have easier Hard diff here

SPOILER
osu file format v12

[General]
AudioFilename: savior of song.mp3
AudioLeadIn: 1000
PreviewTime: 45705
Countdown: 0
SampleSet: Normal
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 81020,81098
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 8

[Metadata]
Title:SAVIOR OF SONG (TV Size)
TitleUnicode:SAVIOR OF SONG (TV Size)
Artist:nano feat. MY FIRST STORY
ArtistUnicode:ナノ feat. MY FIRST STORY
Creator:Amamiya Yuko
Version:Kodora
Source:蒼き鋼のアルペジオ
Tags:Skystar Kodora opening Arpeggio of Blue Steel
BeatmapID:313821
BeatmapSetID:121716

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:1.72
SliderTickRate:1

[Events]
//Background and Video events
0,0,"1.jpg",0,0
Video,650,"PV.flv"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255

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Combo2 : 0,128,255
Combo3 : 27,193,228

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376,344,62659,1,0,0:0:0:0:
312,272,62815,1,0,0:0:0:0:
226,312,62972,2,0,L|214:283|163:241,1,86,10|0,0:0|0:0,0:0:0:0:
150,341,63284,2,0,B|104:304|104:304|32:328|-16:280,1,172,2|8,0:0|0:0,0:0:0:0:
56,216,63753,1,0,0:0:0:0:
136,168,63909,6,0,P|152:127|144:72,1,86,2|0,0:0|0:0,0:0:0:0:
224,32,64222,1,8,0:0:0:0:
304,80,64378,2,0,L|400:64,1,86,2|0,0:0|0:0,0:0:0:0:
492,145,64690,2,0,L|407:159,1,86,2|8,0:0|0:0,0:0:0:0:
384,272,65003,6,0,L|368:296|256:320,1,107.5,2|0,0:0|0:0,0:0:0:0:
184,360,65316,1,0,0:0:0:0:
80,304,65472,2,0,L|48:176,1,107.5,10|0,0:0|0:0,0:0:0:0:
125,106,65784,6,0,P|133:82|141:34,7,53.75,8|8|8|8|8|8|8|8,0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0,0:0:0:0:
160,48,66409,6,0,P|206:48|248:40,1,86,4|2,0:0|0:0,0:0:0:0:
336,8,66722,1,8,0:0:0:0:
384,88,66878,2,0,B|432:152|392:208|392:208|416:272,1,172,2|0,0:0|0:0,0:0:0:0:
373,336,67347,1,8,0:0:0:0:
288,304,67503,2,0,B|256:264|256:264|176:248|128:328,1,172,2|0,0:0|0:0,0:0:0:0:
225,355,67972,5,8,0:0:0:0:
256,266,68128,1,2,0:0:0:0:
288,184,68285,2,0,P|248:176|168:200,1,86,0|0,0:0|0:0,0:0:0:0:
352,112,68597,2,0,P|315:93|231:96,1,86,8|0,0:0|0:0,0:0:0:0:
176,96,68910,5,4,0:0:0:0:
96,144,69066,1,2,0:0:0:0:
96,48,69222,1,8,0:0:0:0:
176,96,69378,2,0,P|176:192|80:232,1,172,2|0,0:0|0:0,0:0:0:0:
67,311,69847,1,8,0:0:0:0:
160,328,70003,6,0,B|232:296|280:336|280:336|344:320,1,172,2|0,0:0|0:0,0:0:0:0:
416,360,70472,1,8,0:0:0:0:
464,280,70628,1,2,0:0:0:0:
376,240,70785,2,0,L|368:200|384:128,1,86,0|0,0:0|0:0,0:0:0:0:
465,35,71097,2,0,L|473:75|464:120,1,86,8|0,0:0|0:0,0:0:0:0:
378,156,71410,5,12,0:0:0:0:
214,61,71722,1,8,0:0:0:0:
280,240,72035,1,8,0:0:0:0:
96,208,72347,1,8,0:0:0:0:
280,240,72660,1,8,0:0:0:0:
424,360,72972,1,8,0:0:0:0:
472,176,73285,1,8,0:0:0:0:
344,40,73597,1,8,0:0:0:0:
280,216,73910,6,0,P|272:264|224:320,1,86,8|0,0:0|0:0,0:0:0:0:
184,240,74222,2,0,P|155:279|88:308,1,86,8|0,0:0|0:0,0:0:0:0:
0,184,74535,6,0,P|5:141|26:104,1,86,8|0,0:0|0:0,0:0:0:0:
95,159,74848,2,0,P|118:123|154:99,1,86,8|0,0:0|0:0,0:0:0:0:
208,168,75160,6,0,P|240:144|288:128,1,86,8|0,0:0|0:0,0:0:0:0:
395,168,75473,2,0,P|360:194|320:208,1,86,8|0,0:0|0:0,0:0:0:0:
288,288,75785,6,0,L|304:344,5,43,8|8|8|8|8|0,0:0|0:0|0:0|0:0|0:0|0:0,0:0:0:0:
264,352,76254,6,0,L|224:368|88:336,1,172,4|2,0:0|0:0,0:0:0:0:
98,338,76723,1,8,0:0:0:0:
32,256,76879,2,0,L|16:216|40:152,1,86,2|0,0:0|0:0,0:0:0:0:
127,55,77191,2,0,L|143:95|128:136,1,86,2|8,0:0|0:0,0:0:0:0:
168,224,77504,2,0,B|224:272|288:240|288:240|320:280,1,172,2|0,0:0|0:0,0:0:0:0:
384,336,77973,1,8,0:0:0:0:
416,248,78129,2,0,L|424:200|456:160,1,86,2|0,0:0|0:0,0:0:0:0:
399,42,78442,2,0,L|391:90|368:120,1,86,2|8,0:0|0:0,0:0:0:0:
368,120,78754,1,4,0:0:0:0:
176,112,79067,6,0,L|208:80,2,43,2|0|8,0:0|0:0|0:0,0:0:0:0:
80,120,79379,2,0,B|88:192|152:208|152:208|136:288,1,172,2|2,0:0|0:0,0:0:0:0:
88,336,79848,1,8,0:0:0:0:
184,344,80004,2,0,L|248:352|304:320|368:320,1,172,2|2,0:0|0:0,0:0:0:0:
432,288,80473,2,0,P|447:248|443:206,1,86,8|2,0:0|0:0,0:0:0:0:
371,86,80785,2,0,P|355:125|360:168,1,86,0|2,0:0|0:0,0:0:0:0:
344,264,81098,2,0,L|304:288|256:288,1,86,8|4,0:0|0:0,0:0:0:0:
128,160,81567,6,0,L|96:208,2,43,2|0|8,0:0|0:0|0:0,0:0:0:0:
208,112,81879,2,0,B|280:144|336:96|336:96|376:120,1,172,2|0,0:0|0:0,0:0:0:0:
372,208,82348,1,8,0:0:0:0:
456,168,82504,2,0,P|488:240|456:344,1,172,2|0,0:0|0:0,0:0:0:0:
376,360,82973,1,8,0:0:0:0:
288,320,83129,2,0,B|240:304|240:304|208:368|120:360,1,172,2|0,0:0|0:0,0:0:0:0:
152,264,83598,1,8,0:0:0:0:
56,248,83754,2,0,P|80:200|112:176,1,86,4|0,0:0|0:0,0:0:0:0:
192,88,84067,5,2,0:0:0:0:
192,88,84145,1,0,0:0:0:0:
192,88,84223,1,8,0:0:0:0:
263,150,84380,2,0,P|351:158|407:70,1,172,2|0,0:0|0:0,0:0:0:0:
384,8,84848,1,8,0:0:0:0:
320,72,85005,1,0,0:0:0:0:
336,168,85161,6,0,P|344:216|376:256,1,86,2|0,0:0|0:0,0:0:0:0:
304,368,85473,2,0,P|298:325|275:289,1,86,10|0,0:0|0:0,0:0:0:0:
176,232,85786,5,8,0:0:0:0:
224,128,85942,1,8,0:0:0:0:
280,224,86098,1,8,0:0:0:0:
112,137,86255,1,8,0:0:0:0:
HakuNoKaemi

Nemis wrote:

What. The spread was perfect as it was! Anyway, let's give some suggestions for Haku's difficulty then (hoping that yuko is going to add it since I don't think those is going to give the heart back without another diff between the hard and the normal).

[Haku no Arpeggio]
  1. 00:09:999 (6) - Mi sembra sbagliato escludere la musica di sottofondo che parte nel bel mezzo di questo slider anche se non fa parte dei vocals, consiglierei quindi di aggiungeci una nota. Trovo perfetta la combinazione 1 note sul red tick + 1/2 slider che parte su quello bianco.
  2. 00:10:624 (7,1,2,3) - Questo pattern è davvero poco intuitivo e difficile da leggere in quanto ci sono diverse note che cadono sui red ticks. Ti consiglierei di cambiare il pattern (non necessariamente il ritmo) rendendolo più leggibile, magari sostituendo 00:11:249 (2,3) - questi due elementi con dua sliders 1/1 che partono sui red ticks.
    Ho modificato spostando il (6) 1/2 avanti e aggiungendo dei circle prima e dopo( che finiscono comunque su tick rossi)
  3. 00:56:252 (4) - Aggiungi una new combo quì e rimuovi quella successiva (00:56:721 (1) - ). Trovo molto meglio falla partire con l'inizio del nuovo KIAI anzichè con il partire dei vocals.
    Preferisco comunque che l'NC sia consistente con le liriche, come ho fatto in tutta la mappa
Spero di esser stato un minimo utile ^-^

EDIT: Also, I'd highly suggest to change the colors a bit since they are really similar between them, even if they have different tones; while playing I find hard to see when the combo changes without looking at the numbers.
Grazie Nemis ^^
(Ho risposto solo a ciò che non ho applicato/ho applicato diversamente)

http://puu.sh/5aVVJ.rar
Garven
Just a quickie mod here.

[General]
Tick rate 2 fits this song best
Do you plan on adding Haku's difficulty, Yuko? I'm not going to mod it if it's not going to be added.
Also the current mp3 sounds like ass a youtube rip. Try this one. http://puu.sh/5b1S7.mp3
192 flat BPM, offset 648. Thanks to jonathanlfj for finding, encoding, and timing this new mp3. It's not that great, but it's much better than the current one.

[Easy]
00:25:469 (1) - This section feels a bit cluttered with hit objects. It's a really calm part in the Easy difficulty. I think simplifying 00:28:282 (1,2,3) - to something like this would fit the pace much better

00:37:970 - Adding a circle here would help transition to the next phrase
00:42:658 - Insert a break here
00:47:345 (2,1,2,3) - This is incredibly boring rhythmically for the start of the kiai section. Spruce it up a bit. Same applies to 00:56:252 (1) -
01:13:910 (1,2,3) - Considering you're reaching the climax, using circles would give a better feeling of amping up.
Add a spinner somewhere so that there are variable high scores possible.

[Normal]
00:21:094 - Add a break
00:33:282 (1,2,3,4,1,2,3,4,1,2) - Geez. Try using circles sometimes. All sliders gives a very samey feeling and grows dull fast.
00:38:126 - Add a circle here to transition to the next phrase better and give a feeling of actually increasing tension
00:42:658 - Add a break
00:53:908 (1) - Going with the vocals here would give a nice variation to the bland 1/1 rhythm right before
01:03:909 (1) - ^
01:06:409 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5) - This is all 1/1. :/ Try giving a little variation in here. It's pretty drab as-is. 01:11:410 (1) - is fine with the 1/1 considering the musical emphasis, but before it, there's plenty to follow that would fit within a Normal's context
01:13:754 - Adding a circle here would help transition to the next phrase
Add a spinner somewhere so that there are variable high scores possible.

[Hard]
The spread from N -> H is a little high, but it's not that horrible when you put it in perspective of the set as a whole. I came here expecting something outrageous. I'm kinda disappointed.
I think lowering the distance snap during the intro would give a better feeling of transition from the slower part to the faster part when the back kicks in at 00:10:155 -
00:07:499 (1) - Not really seeing much reason why you stacked this like that. I think using an anti-jump would work a lot better to fit with what you did at the end of the other two parts prior.

Well, I have to end this here. Getting too many interruptions and ran out of time. Hopefully this'll at least improve the easier diffs a bit. Definitely use the new mp3 and add spinners in the least.
fanzhen0019

IceBeam wrote:

wow guys I'm a bit dissapointed
but that's, you know, a certain BATs' choice whether to accept them or not and it should be done before ranking. the map got ranked, so you shouldn't have bothered it now,imo

IceBeam wrote:

I'm a bit dissapointed
I
don't
think
unrank
is
a
nice
choice
.

NO
Zare

Kodora wrote:

Point was not "it's not unrankable so I won't change it". Point is i didn't receive any damn good reasons for removing all overlapped patterns (thought i changed some patters where i received good reasons to fix them).
You did get reasons. You might not agree with those reasons, which is why you keep ignoring, but you did get them.
Also you ignored that specific point of mine.
How DO the overlaps IMPROVE the map in your opinion? To me it looks random and just makes the map harder to read. Doing stuff for difficulty is okay in Insane diffs, but not in a Hard, unless it fits the spread which isn't the case here, so tell me, why did you use these overlaps in the first place?
keep in mind I myself don't really agree with the unrank, but since we're at this point already I might as well ask some unpleasant questions to make you think about your own mapping a bit
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