I've looked for the video in some webpages including NicoNico, but all of them had a tiny resolution ;w;
Thank you for this awesome BG~~Deif wrote:
I've looked for the video in some webpages including NicoNico, but all of them had a tiny resolution ;w;
Thanks for modding~-Crystal- wrote:
Hello o/
Here you can see fonts to know how they work:
- Blue: Something i like, a simple commentary.
- Purple: You should watch this as a warning or something i don't like.
- Red: Fix this, it's a bad placed beat.
[General][No-Jumping CTB]
- I bet there's a better background image you should search.
Thanks lol
- 00:40:738 (8) - This beat is a bit far away for a low dash map.
I dont think there is a problem for this dash. Even it is "No" jump but it is still a Salad, small jumping movement can be applied.- 00:59:545 (6) - New combo here.
Yes correct but it should be at 01:00:054 (1) - lol- 01:21:402 (6) - New combo here.
correct.- 01:25:469 (1) - 01:26:993 (4) - Nice sliders.
[Real-Jumping CTB][Tough-Jumping CTB]
- 01:03:103 (1) - This slider is far away from the other one.
intentionally jump. sorry no change.[Hell-Jumping CTB]
- https://osu.ppy.sh/ss/1109101(3rd spin) if you didn't want this spin to make any sound, the top left blue dot (banana) sounds.
yes, move the green line towards the top right white tick. should be fine now.
- Nothing to say about this one, it's pretty fun and hard.
;www;
Sey wrote:
[General][No-Jumping CTB]
- I like all of them but you used really A LOT of Kiai's. I don't really agree with it cos some parts are just not "epic" enough to be Kiai- Anyway, that's personal preference, so keep it as it is.
[Real-Jumping CTB]
- Pretty solid difficulty, not sure what to mod here, but let's see.
- Even if this difficulty has only minor jumps the difficulty name "No-Jumping" does not fit. It confused me a lot and first I thought it was supposed to be a Cup which actually says that a HDash button shouldn't even have to be used. Also the transition from "no-jumping" directly to "real-jumping" is weird to me. Better use a name like "easy-jumping" or "plain-jumping" for the first difficulty.
wwwwww i think it is ok....- 00:11:003 (2) - Move this a bit more to the right to create more movement here maybe. Same counts for 00:08:970 (2) - to keep the symmetry.
Great- 00:32:097 (6,7,1) - Personally I find the distance too high here, especially this moment is very unexpected. Not a very high and epic beat to create such a huge dash here.
it is a small incease jump + a linear pattern, so maybe the spacing not very clear but i guess they are fine.- 01:17:336 (1,2,3,4) - Cool pattern, but really... Don't just copy & paste it at 01:25:469 (1,2,3,4) - . Think of something else here, I personally love this pattern here: http://osu.ppy.sh/ss/1110030. If you decide for something similar be careful to make it not too jumpy. However, please think of another pattern here.
it is a repeating moment in my understanding of the music. so to keep the flow constant I decide to keep the pattern as it is and just ctrl+G for it. actually these 2 pattern requires different way of playing although they are very similar to each other, imo.[Tough-Jumping CTB]
- Wow kinda streamy difficulty, well.. I won't destroy your style here though I'm not a huge fan of streams, so I try to be careful with this difficulty.
That's a very easy Platter, not a single HDash >_>- 00:11:003 (2) - Looks better if it's in the middle of 00:10:240 (1) - and 00:11:257 (3) - , that gives it a better flow. Same here: 00:08:970 (2) -
as you wish, and adjust further the pattern to make flow even better.- 00:12:274 (1) - Oh dear...
It fits with the rhythm but I find it very weird to play, I'd prefer it if you just map the beat with some extra notes. Also this slider is kinda untidy, it could really look better, some droplets appear on distracting spots. Especially with Hidden that will be horrible to play on such a low AR. I could understand it with a higher AR, but not in such an easy difficulty.
yes right. remap the slider to 2 individual sliders.- 00:44:678 (3,4) - I expected a higher jump here, maybe you should increase the distance here a bit more cos it fits well with the singer's voice.
ctrl+G this slider- 01:32:331 (8) - Move the note more to the right, to increase the distance between (6) to (8) more and more. That suits with those "bell" voices in the background and makes the part more interesting/challenging.
yes boss- 01:39:701 (1,2,3) - This pattern is a bit easy (in a Kiai) cos the slider are very close to each other, how about something like this: http://osu.ppy.sh/ss/1110075. It's more challenging and plays cool somehow.
got even better idea, so yes.[Hell-Jumping CTB]
- Very nice diff, after all these mods I really cannot find anything here... Just mentioned 2 little things.
- 02:02:574 (1,2,3,4) - This plays quite cool but why did you reduce the distance again when it came to 02:03:591 (5,6) - ? I'd prefer it much more if you increase the distance always a bit from note to note. If you decide to do so do not forget that 02:04:099 (1) - still needs to be reachable without a super-huge dash.
not going to do much here because the music shows a lower down and then just shoot up to the highest. just make further adjust on (4).- 02:10:199 (1) - Move this note more to the middle. I can already tell that many people end the spinner on the left side and then it's ALMOST IMPOSSIBLE to catch the last fruit, which will anger a lot of people.
wwww thats way it is thereLet's be honest, those difficulties are normally ready for rank. I hope you'll find someone to finally bubble this soon.
- Very nice done. You worked with a lot of symmetry here and most patterns make a lot of sense. I'm too bad to FC this anyway
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- 00:14:307 (1,2,3,4,5,6) - Mh, again the same structure... the distance of (5) to (6) is lower than the one of (3)-(4). I personally prefer it if you do it like that: (1) to (2)<(3) to (4)<(5) to (6).
Actually 5 and 6 is there to increase the difficulty. so no change sry- 00:19:136 (7,8) - I wouldn't put a HDash here already. This is still the very beginning of the song which is extremely calm and this one is very unexpected.
no change sorry, it follows the music.- 00:33:622 (3) - This slider follows the same rhythm as 00:32:606 (1) - . You should make them similar. A long horicontal slider like this is just weird, anyway: I highly suggest you to follow the same rhythm as the previous slider here.
it is the only calm down for this diff. So even your suggestion is well enough I still insist to keep it. sorry.- 02:22:271 (9,1) - Not sure, why a HDash here? A small dash is enough imo...
remap this part to make it much easier.. now people will not blame me to stop them from FCing this map yes XD
There is not much to mod anymore, most things you can mention now are just personal preferences. I wish you good luck with the map.
About background I can only agree with the others, you should try to find another one. orz
Find me one my dear... the biggest I can get is 600 X 480 from the original game TAT
XD waiting for further hitsounding@_@Kodora wrote:
Alright, finally i'm done with hitsounds - http://puu.sh/5qRON.osu sorry for taking it too long Q__Q
And something what i overlooked before:
Imo, tickrate 2 doesnt fit calm vocals and sounds too noisy at most of parts, how about use 1 instead?
no, there is some tick used in sliders, so keep tick 2.
01:20:386 - 01:21:401 - maybe add kiai here too? Such a bit part in chorus without kiai looks strange o.o
just want to restart kiai, and this part is more like "claim" in between the kiai.That's all from me, i guess x.x
- 00:18:246 - Add note here please with normal-sampleset - follow drums
no, back ground music shows a blank here even if I want to add a normal.- 00:24:473 (1) - You have strong beat what was covered by slider (you probably will notice that whistles a bit inconsistent at this point). Try to short this slider to 00:24:981 and add note at 00:25:235 - it will sounds better imo
after having a deep thought, I still dont want to add notes here because I dont want this part like this. Just want to give player a rest time since before and after are both extreme patterns.- 00:25:489 (3) - Same no, want a rest here.
- 00:32:606 (1) - ^ ^
- 00:33:622 (3) - ^^
- 00:41:755 (3,6) - - How about use 3/4 reverse-slider instead? Imo, it will cover vocals better
1. if I put it like this, there will be a whole slider here where I want to put some specific patterns.
2.tick rate 2 will results in additional tick inside the slider which makes the slider weird.- 01:21:402 (7) - add finish pls D: (i forgot) XD
- 01:25:469 (1) - ^XD
- 01:53:171 (9) - and here whistle to slider head & slider bodyXD
waiting on Real-jump and Tough-jump hitsoundingDeif wrote:
Don't give a kudosu for this post, please!
[General][No-Jumping]
- Delete "normal-sliderwhistle" and "soft-sliderwhistle" from your directory. The sliders aren't audible anyway in CTB, and silent hitsounds aren't accepted anymore.
[Real-Jumping]
- Fix the kiai times here, making them identic to Real-/Tough-Jumping. That last kiai section doesn't even make any sense :p
oops, mistake xD- 01:33:855 (1,1,2,3,4,5) - Make those notes more audible, please.
will leave this to kodora[Tough-Jumping]
- 00:41:247 (1) - Is this note really necessary? You didn't add it to other diffs.
OK, deleted.[Hell-Jumping]
- 01:36:143 - Maybe you wanted to use this section for the end of the spinner? Otherwise it doesn't make any sense atm cos it's not affecting any note.
There is a heavy beat, makes me want to end this spinner here. and actually 01:35:635 - to 01:36:143 - almost got no background music, shows a rest, so no need to place anything here.[]
- 00:08:207 (1) - 00:10:240 (1) - 00:12:274 (1) - I'm not sure if it's too recommendable to set sliderticks at 5%...
Will leave this to Kodora
Players need another Steven's Classical out. Let's get rolling~ :3
Accel World wrote:
8-) 这是我之前答应你的mod~
[No-Jumping CTB]
说好的no jumping呢?
![]()
以下是一些建议:
00:48:871 (5) - how about move to x:160 y:216 ?
00:49:125 (6) - how about move to x:312 y:216 ?这种距离感觉比较....适合新手?
00:53:192 (6) - how about move to x:360 y:216 ?理由同上
00:56:496 (4)(5) - how about move to x:104 y:192 ? ^
01:03:866 (3) - how about move to x:104 y:144 ? ^
01:54:950 (7) - how about move to x:144 y:184 ? ^
01:55:966 (1) - how about move to x:280 y:280 ? ^
02:00:033 (1) - how about move to x:104 y:48 ? ^
山哥做简单图的控制力感觉还不太足:3 但是依旧好图![]()
stack和对称问题改了,其他的没动。
[Real-Jumping CTB]
没什么可以说的....感觉很好了...!
[Tough-Jumping CTB]
32个赞够吗?
[Hell-Jumping CTB]
有点无情,这CS和鬼畜跳让我怕怕
00:41:501 (1) - how about move to x:344 y:64 ?
00:41:755 (3) - how about move to x:168 y:64 ?
间距变化是刻意的。
好图:D
基本上能rank了吧....感觉。
还有就是想问一下说CtB专谱里的newcombo设法和OSU一样吗?如果是的话山哥你N难度的nc建议改改
N的NC调整了下
Trust me I do have special reason for putting these 3 charactersStefan wrote:
Hm.. if you ask me you can let out the "CTB" in the Difficulty names since it's a full CTB Mapset but it's up to you. :3
Ok let me make things clearer.Kurai wrote:
I don't really understand the way you named your diffs.
- Why do you use CTB on every difficulty names ? I mean, it is pretty obvious that the difficulties are CtB specific thanks to the apple icon. You ought to remove them.
- Using "Jumping" on every difficulty doesn't make much sense either. It is really redundant and superfluous. It's like naming all diff of a standard mapset "Esay Streaming, Normal Streaming, Hard Streaming, Insane Streaming".
- Overall, the difficulty names might be hard to be understood by people not used to the game. You should probably stick to the standard CtB difficulty names. i.e. Fruit, Salad, Platter and Rain.
a huuuuuuuge thank to you!!!Kurai wrote:
Enjoy the rank :3
This is correct. Unranking so that this can be fixed. No scores need to be wiped and it can be ranked again immediately after, just let me know when it's ready (or another BAT, I'm going to sleep soon for tonight).KSHR wrote:
there is unrankable stuff in Metadata.
Unicode Title: Wing my Way
the game name (ファーランドシンフォニー) is written into there. it should be added to Tags instead.