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yoshiki*lisa - Destin Histoire (TV Size)

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Topic Starter
wendao
This beatmap was submitted using in-game submission on Tuesday, May 20, 2014 at 5:47:53 AM

Artist: yoshiki*lisa
Title: Destin Histoire (TV Size)
Source: GOSICK -ゴシック-
Tags: 吉木りさ opening Story of Fate Gothic Yoshiki Risa Original Soundtrack Poche Destiny History
BPM: 166
Filesize: 12030kb
Play Time: 01:29
Difficulties Available:
  1. Easy (2.62 stars, 92 notes)
  2. Hard (4.84 stars, 177 notes)
  3. Insane (5 stars, 256 notes)
  4. Normal (4.05 stars, 118 notes)
Download: yoshiki*lisa - Destin Histoire (TV Size)
Download: yoshiki*lisa - Destin Histoire (TV Size) (no video)
Information: Scores/Beatmap Listing
---------------

  1. Mako's Easy by Mako Sakata
  2. Old Insane by me
Download the whole beatmap first b4 downloading other diff, thanks
Thanks to:
mana vayne for test play!!
bluehall90 for test play!!
Setsurei for test play, some suggestion, and IRC mods!!
Minao for test play, and OP video!!
raheta_adi for test play!!
Mako Sakata for mods!!
neonat for mods!!
eeezzzeee for mods!!
popner for first BAT to mods!!
toybot for mods!!
dosyeru for mods!!
Knotts for mods!!
tellertheworld for mods!!
10crystalmask01 for mods!!
Raiku for long-long mods!!
AllRiseSilver for naisu beatmap banner!!
Byakugan249 for second BAT mods!!
Joey for test play and little mods!!
baraatje123 for test play!!
popner for recheck & bubble!!
alacat for another BAT mods + recheck + rank!!
Minao
Hi again!
I found this vid on youtube: Gosick OP. I put it on my own site so you could download it easily when you want ^^ (a simple right click and save). Another thing: this video has no credits, only the images.
Shiranai
Haloooo from my queue~

[General]
All volume -10~20% for some reasons It sounds too loud especialy on finish sound
Maybe you need this costum hitclap-soft http://puu.sh/7cYve.zip especialy for this calm part 00:14:591 until 00:26:158
It'll be better if you use Normal sampleset plus drum costum sound or something, since the song is not really "calm" except the part I mention above and last part
You need a better BG resolution (1366x768) since you tick widescreen support, the curent BG a bit cracked if you force tou use widescreen support
Why -TV size- ? why not like the others (TV Size)

[Easy]
00:23:989 (2,5,1) - Bad overlap
00:41:338 (1) - Almost out of screen, maybe you can move up a bit
01:12:423 (1) - Delete clap?
Maybe you can spread the DS more, the curent one is prety crowded

[Normal]
A bit hard, especially on this part 00:37:724 - until 00:46:399 - because a lot of stacking
I sugest not to have diffrent SV on Normal and why not use 1.00 SV? I think 1.20 on 160 BPM prety fast for Normal
Do you use 0.8 or 1.0 for DS? I find a bit unconcistent on some parts
00:27:242 (2,4) - Bad overlap, move up (2) a bit
00:25:435 - 00:25:073 - 00:46:037 - 00:46:399 - Useless green lines, delete?
00:33:387 (3,1) - You can blanket that better
00:50:555 (3,5) - Maybe stack perfectly?
01:04:471 (2,3,4) - How about this rhythm?
Too many stacking make me confuse :P

[Hard]
00:24:531 (1) - Delete clap?
00:34:832 (1,2) - Blanket better?
00:45:856 (3,2,3,1) - Not look so good

[Insane]
01:05:374 (2) - Delete clap fro head and place clap on tail
01:06:097 (4) - Same as above

Good map :P
Aku buat Easy diff kalo mau dicoba http://puu.sh/7cZub.zip ekstrak aja semua
Topic Starter
wendao

Mako Sakata wrote:

Haloooo from my queue~

[General]
All volume -10~20% for some reasons It sounds too loud especialy on finish sound k
Maybe you need this costum hitclap-soft http://puu.sh/7cYve.zip especialy for this calm part 00:14:591 until 00:26:158 thanks
It'll be better if you use Normal sampleset plus drum costum sound or something, since the song is not really "calm" except the part I mention above and last part
You need a better BG resolution (1366x768) since you tick widescreen support, the curent BG a bit cracked if you force tou use widescreen support didn't found any, using 1280x720 now, since it's 16:9 tho
Why -TV size- ? why not like the others (TV Size) but in the album it shows as -Tv size- nvm, fix'd

[Easy]
00:23:989 (2,5,1) - Bad overlap
00:41:338 (1) - Almost out of screen, maybe you can move up a bit k
01:12:423 (1) - Delete clap? k
Maybe you can spread the DS more, the curent one is prety crowded

[Normal]
A bit hard, especially on this part 00:37:724 - until 00:46:399 - because a lot of stacking
I sugest not to have diffrent SV on Normal and why not use 1.00 SV? I think 1.20 on 160 BPM prety fast for Normal
Do you use 0.8 or 1.0 for DS? I find a bit unconcistent on some parts 1x SV * 0.8 DS = 0.8x SV * 1x DS
00:27:242 (2,4) - Bad overlap, move up (2) a bit k
00:25:435 - 00:25:073 - 00:46:037 - 00:46:399 - Useless green lines, delete?
00:33:387 (3,1) - You can blanket that better k
00:50:555 (3,5) - Maybe stack perfectly? sorry, my style :/
01:04:471 (2,3,4) - How about this rhythm? k
Too many stacking make me confuse :P

[Hard]
00:24:531 (1) - Delete clap? done
00:34:832 (1,2) - Blanket better? i love it the way
00:45:856 (3,2,3,1) - Not look so good ?

[Insane]
01:05:374 (2) - Delete clap fro head and place clap on tail k
01:06:097 (4) - Same as above ^

Good map :P
Aku buat Easy diff kalo mau dicoba http://puu.sh/7cZub.zip ekstrak aja semua
thanks Mako :)
neonat
General

The colours of Combo 3 and Combo 4 are too similar. Furthermore, they are right after one another, it is really difficult to differentiate Whether or not there is a new combo other than the object number. You should at least have a separate combo colour in between them, if you want to keep those colours.

Easy

00:53:266 (2) - this slider is odd, I think instead have a circle at 00:53:266 and a slider from 00:53:627 to 00:53:989 - (I think it's because of the vocals, at least have a beat at a part of the vocals which I would suggest at 00:53:627 -)
01:05:917 (5) - remove the finish on the start of the slider

Normal

00:53:447 (3) - change to a circle at 00:53:447 and a slider from 00:53:627 to 00:53:989
01:01:941 (2,3) - sounds off, maybe change to a different rhythm here? Like add a circle at 01:01:941 and a slider from 01:02:121 to 01:02:483 and shift 01:03:025 (4) - so that it starts at 01:02:844 and add a circle at 01:03:567

Hard

00:11:338 (1) - this NC seems out of place
00:38:447 (2) - NC here not 00:38:266 (1) - same with 00:39:893 (2) - and 00:40:615 (2) - etc.

Insane

I am one who really concerns myself with rhythm, I think this Insane is pretty nice rhythm-wise, that's great.

Good Luck
Topic Starter
wendao

neonat wrote:

General

The colours of Combo 3 and Combo 4 are too similar. Furthermore, they are right after one another, it is really difficult to differentiate Whether or not there is a new combo other than the object number. You should at least have a separate combo colour in between them, if you want to keep those colours. changed

Easy

00:53:266 (2) - this slider is odd, I think instead have a circle at 00:53:266 and a slider from 00:53:627 to 00:53:989 - (I think it's because of the vocals, at least have a beat at a part of the vocals which I would suggest at 00:53:627 -) done in different way
01:05:917 (5) - remove the finish on the start of the slider done

Normal

00:53:447 (3) - change to a circle at 00:53:447 and a slider from 00:53:627 to 00:53:989 i like it :?
01:01:941 (2,3) - sounds off, maybe change to a different rhythm here? Like add a circle at 01:01:941 and a slider from 01:02:121 to 01:02:483 and shift 01:03:025 (4) - so that it starts at 01:02:844 and add a circle at 01:03:567 it's following the drum beat

Hard

00:11:338 (1) - this NC seems out of place done
00:38:447 (2) - NC here not 00:38:266 (1) - same with 00:39:893 (2) - and 00:40:615 (2) - etc. done

Insane

I am one who really concerns myself with rhythm, I think this Insane is pretty nice rhythm-wise, that's great. thanks

Good Luck
thanks for mod :)
eeezzzeee
Hi, from modding queue.

GENERAL
There might be a problem with some of your hitsounds and the music together, sometimes it sounds like theres 2 drums. Some parts of the song sound like there is drums on 1/4,3/4. I think its most apparent at 00:55:073 - 00:57:603

EASY
Fine!

NORMAL
00:38:266 (1,2) - consider adding a circle at 00:38:085 to match the vocal with no hitsound addition
00:41:158 (1,2) - same as above
00:44:049 (1,2) - same as above
I think the best effect here would be for one or two of them to have this but not all of them.

HARD
Fine!

INSANE
00:44:953 (5,1) - this part is right on top of itself, maybe change like this
01:14:230 (2,4) - on top of itself again

That's all. Best of luck :)
Topic Starter
wendao

eeezzzeee wrote:

Hi, from modding queue.

GENERAL
There might be a problem with some of your hitsounds and the music together, sometimes it sounds like theres 2 drums. Some parts of the song sound like there is drums on 1/4,3/4. I think its most apparent at 00:55:073 - 00:57:603 :?: don't understand :/

EASY
Fine!

NORMAL
00:38:266 (1,2) - consider adding a circle at 00:38:085 to match the vocal with no hitsound addition moved, instead of adding note
00:41:158 (1,2) - same as above ^
00:44:049 (1,2) - same as above ^
I think the best effect here would be for one or two of them to have this but not all of them.

HARD
Fine!

INSANE
00:44:953 (5,1) - this part is right on top of itself, maybe change like this i think it's fine, since it's Insane diff

01:14:230 (2,4) - on top of itself again ^

That's all. Best of luck :)
thanks :)
popner
From new mapper queue.

[Insane]
00:03:025 (1,2) - put them like this won't affect the spacing consistency:
00:06:459 (2) - flows better if:
00:10:073 (1,3) - try to avoid the overlap by using a new pattern. Example:
00:16:399 - try to follow the sound here
00:28:326 (3,4) - flip them upside down to avoid the monotonous direction:
00:38:447 (3) - you used this kind of slider only for once. Maybe change the shape?
01:13:989 (1,2,3,4,5) - well done
01:17:302 (1,2,3,4,5,1) - you can try making a similar pattern as 01:13:989 (1,2,3,4,5) - :

[Hard]
00:04:471 (1) - try to make it less curved, or use a new pattern:

You can call me back after finding more mods.
Topic Starter
wendao

popner wrote:

From new mapper queue.

[Insane]
00:03:025 (1,2) - put them like this won't affect the spacing consistency: okay
00:06:459 (2) - flows better if: done
00:10:073 (1,3) - try to avoid the overlap by using a new pattern. Example: done
00:16:399 - try to follow the sound here okay
00:28:326 (3,4) - flip them upside down to avoid the monotonous direction: :?:
00:38:447 (3) - you used this kind of slider only for once. Maybe change the shape? okay
01:13:989 (1,2,3,4,5) - well done thanks
01:17:302 (1,2,3,4,5,1) - you can try making a similar pattern as 01:13:989 (1,2,3,4,5) - : nope, i love it xD

[Hard]
00:04:471 (1) - try to make it less curved, or use a new pattern: okay

You can call me back after finding more mods.
thanks popner :)
toybot
Found in #modreqs :P

[General]
01:24:170 (1) - this spinner for all diffs, either should be shortened to 01:29:049 - , or silenced right at the end, it's too loud

[Easy]
I don't really see anything wrong
00:23:989 (2) - whistle at tail?
00:55:796 (2) - you should remove the clap on the last beat, sounds off

[Normal]
Can't really find anything wrong here either, but sometimes maybe stacks like
00:37:362 (4,1,2) -
00:40:615 (1,2,3) -
Might be confusing for a normal player?

[Hard]
Make all kiai times the same. Since it's all mapped by just you.

00:20:013 (2,1) - try something like this?
00:39:893 (1) - remove nc
01:00:133 (1) - you could make this more interesting, like a short stream and then hold slider
SPOILER

I did screenshot here because puush stopped working ><
01:13:868 (1,2,3,4) - these are hard to hear. maybe raise their volume and turn them into drum? because them as soft with that one loud hitsound, like on (1)'s head is annoying.

[Insane]
00:20:194 (5) - move this to around x488 y116
00:28:688 (4) - move this somewhere else, looks bad when both 2 and 4 are on same; maybe move it to the right of 2?
01:11:700 (1,2,3,4) - hmm, its a lot smoother movement if you ctrl+g 2 and 4..
01:13:959 (1,2,3,4,5) - same thing about it being hard to hear

Anyway, nice work! Good luck on rank :p
Topic Starter
wendao
will check the mod later, thanks for modding toybot :)
Topic Starter
wendao

toybot wrote:

Found in #modreqs :P

[General]
01:24:170 (1) - this spinner for all diffs, either should be shortened to 01:29:049 - , or silenced right at the end, it's too loud found other way

[Easy]
I don't really see anything wrong
00:23:989 (2) - whistle at tail? no?
00:55:796 (2) - you should remove the clap on the last beat, sounds off ^

[Hard]
Make all kiai times the same. Since it's all mapped by just you. oh sorry, fix'd

00:20:013 (2,1) - try something like this? sorry, no
00:39:893 (1) - remove nc done
01:00:133 (1) - you could make this more interesting, like a short stream and then hold slider i guess no :(
SPOILER

I did screenshot here because puush stopped working ><
01:13:868 (1,2,3,4) - these are hard to hear. maybe raise their volume and turn them into drum? because them as soft with that one loud hitsound, like on (1)'s head is annoying. fix'd

[Insane]
00:20:194 (5) - move this to around x488 y116 no
00:28:688 (4) - move this somewhere else, looks bad when both 2 and 4 are on same; maybe move it to the right of 2? fix in other way
01:11:700 (1,2,3,4) - hmm, its a lot smoother movement if you ctrl+g 2 and 4.. okay
01:13:959 (1,2,3,4,5) - same thing about it being hard to hear fix'd

Anyway, nice work! Good luck on rank :p
for normal i will consider to re-map that part done

thank you toybot :)
dosyeru
hi, :)
[Insane]
  1. 00:13:688 (5) - add whistle or clap?
  2. 00:26:880 (3) - a little be too far from a previous note, how about move this to x=345,y=230?
  3. 00:31:399 (1) - kinda same as above, move to x=360, y=192
  4. 00:31:941 (1) - ^
  5. 00:32:302 (2) - move to x=226, y=75, and rotate 5 deg anti-clockwise?
  6. 00:39:170 (5) - move to x=436, y=114?
  7. 00:48:387 (5) - add whistle or clap?
  8. 00:48:567 (1) - add soft-finish on the head and end of the slider?
  9. 00:49:109 (2) - add whistle?
  10. 00:58:507 (2) - remove NC?
  11. 01:00:133 (7) - ^?
  12. 01:10:073 (4) - ^?
  13. 01:14:832 (1) - add NC?
that's it, Good insane diff <3 :)
Topic Starter
wendao

dosyeru wrote:

hi, :)
[Insane]
  1. 00:13:688 (5) - add whistle or clap? whistle
  2. 00:26:880 (3) - a little be too far from a previous note, how about move this to x=345,y=230? no
  3. 00:31:399 (1) - kinda same as above, move to x=360, y=192 ^
  4. 00:31:941 (1) - ^ ^
  5. 00:32:302 (2) - move to x=226, y=75, and rotate 5 deg anti-clockwise? ^
  6. 00:39:170 (5) - move to x=436, y=114? i did it on purpose :(
  7. 00:48:387 (5) - add whistle or clap? whistle
  8. 00:48:567 (1) - add soft-finish on the head and end of the slider? kay
  9. 00:49:109 (2) - add whistle? a bit noisy, so no
  10. 00:58:507 (2) - remove NC? i guess no
  11. 01:00:133 (7) - ^? ^
  12. 01:10:073 (4) - ^? ^
  13. 01:14:832 (1) - add NC? sorry no

that's it, Good insane diff <3 :)
thanks for modding :)
Knotts
From my modding queue :)

[Insane]
  1. 00:36:097 (6) - Remove clap?
  2. 00:45:495 (1) - Hard to read for me. Maybe add a circle at 00:45:314 ?
  3. 00:49:109 (2) - wouldn't it make more sense to start the NC here? The music changes here and you can see the circle better.
  4. 01:02:302 (1) - Clap on tail?
  5. 01:02:483 (2) - Remove clap on head?
  6. 01:05:374 (2) - Remove clap on head?
  7. 01:08:085 (1) - add clap on tail?
  8. 01:08:266 (2) - remove clap on head?
[Hard]
  1. 00:53:989 (2,3) - Pretty boring compared to the rest of your map. Maybe do something like this? (pretty lame example)
  2. 00:56:880 (2) - looks like your map's weirdly timed. The beat and the circle don't match each other at 25%.
Topic Starter
wendao

Knotts wrote:

From my modding queue :)

[Insane]
  1. 00:36:097 (6) - Remove clap? nope, bit syncing with song
  2. 00:45:495 (1) - Hard to read for me. Maybe add a circle at 00:45:314 ? i guess no, sorry
  3. 00:49:109 (2) - wouldn't it make more sense to start the NC here? The music changes here and you can see the circle better. moved 1 grid left instead
  4. 01:02:302 (1) - Clap on tail? whistle sounds better here
  5. 01:02:483 (2) - Remove clap on head? done
  6. 01:05:374 (2) - Remove clap on head? ^
  7. 01:08:085 (1) - add clap on tail? whistle sounds better here
  8. 01:08:266 (2) - remove clap on head? done
[Hard]
  1. 00:53:989 (2,3) - Pretty boring compared to the rest of your map. Maybe do something like this? (pretty lame example) done
  2. 00:56:880 (2) - looks like your map's weirdly timed. The beat and the circle don't match each other at 25%.
for timing stuff, i will ask my friend / somebody to check it D;

thanks Knotts :)
-Teina-
From Teller's team modding queues ( ・´ω・`)

[General]

  1. Design: remove '' Widescreen support'' (This for have SB map)
  2. Tag: add ''坂部剛 Sakabe Tsuyoshi '' and '' 渡部紫緒 Watanabe Murasaki cho ''
Insane

  1. Compose
  2. 00:23:808 - the slider should shorten 2/4. I think u can follow the 'di' sound.↓
  3. 00:24:170 - add circle↑
  4. 00:25:615 (1) - I think that should not use rebound slider here.The rhythm is not change here so do not make SV slow.
  5. 00:35:374 (4,5) - there is not change the rhythm here. I think u dont space here.


    Timing
  6. 00:14:591 - vol 35% (but may be my hitsound different)
  7. 00:38:447 - vol 35% (but may be my hitsound different)

    hitsound
  8. 00:13:417 (2) - add Clap
  9. 00:14:953 - mute in the slider end.
  10. 00:37:724 (1) - add Finish
  11. 00:38:989 (4) - remove Clap
  12. 00:39:170 (5) - add Clap
  13. 00:48:387 (5) - remove Whistle and add Clap
  14. 01:11:248 (2) - add Clap

Hard

  • General
  1. Please remove the green line if u dont need.

    Compose
  2. 01:02:302 - circle here. keep it smooth.

    hitsound
  3. 01:09:531 (1) - add Finish

Normal

  • General
  1. Please remove the green line if u dont need.

Easy

  • General
  1. Please remove the green line if u dont need.

    Compose
  2. 00:11:158 (1) - start at 00:11:338 - and end in 00:11:700 -

nice map~ (╯°□°)╯彡
go to rank it~
Topic Starter
wendao

tellertheworld wrote:

From Teller's team modding queues ( ・´ω・`)

[General]

  1. Design: remove '' Widescreen support'' (This for have SB map) done
  2. Tag: add ''坂部剛 Sakabe Tsuyoshi '' and '' 渡部紫緒 Watanabe Murasaki cho '' any reason for this? :?
Insane

  1. Compose
  2. 00:23:808 - the slider should shorten 2/4. I think u can follow the 'di' sound.↓ will thinking of it,since i have no idea with the spacing :?
  3. 00:24:170 - add circle↑ ^
  4. 00:25:615 (1) - I think that should not use rebound slider here.The rhythm is not change here so do not make SV slow. it's intentional, it's my style anyway ;D
  5. 00:35:374 (4,5) - there is not change the rhythm here. I think u dont space here. it's a trap!! /hides


    Timing
  6. 00:14:591 - vol 35% (but may be my hitsound different) x
  7. 00:38:447 - vol 35% (but may be my hitsound different) ^

    hitsound
  8. 00:13:417 (2) - add Clap already?
  9. 00:14:953 - mute in the slider end. hmm?
  10. 00:37:724 (1) - add Finish already?
  11. 00:38:989 (4) - remove Clap no
  12. 00:39:170 (5) - add Clap ^
  13. 00:48:387 (5) - remove Whistle and add Clap done
  14. 01:11:248 (2) - add Clap i guess no

Hard

  • General
  1. Please remove the green line if u dont need. okay

    Compose
  2. 01:02:302 - circle here. keep it smooth. it will be harder :o

    hitsound
  3. 01:09:531 (1) - add Finish already?

Normal

  • General
  1. Please remove the green line if u dont need. same as hard

Easy

  • General
  1. Please remove the green line if u dont need. same as normal

    Compose
  2. 00:11:158 (1) - start at 00:11:338 - and end in 00:11:700 - i guess it's fine

nice map~ (╯°□°)╯彡
go to rank it~
thanks for mod and star teller :) :)
EZ2ACTux
Right, lets have a look then

Easy mode:
Move along, nothing to see here! Everything looks great!

Normal mode:
Looking great! Can't see any problems.

Hard mode:
Only one thing to mention here. The slider at 00:12:242 with an end point on top of another sliders body. That is a big design no no so that may want to be fixed.

I wish you the best of luck in getting your map ranked!
Topic Starter
wendao

Tuxdude143 wrote:

Right, lets have a look then

Easy mode:
Move along, nothing to see here! Everything looks great! thanks

Normal mode:
Looking great! Can't see any problems. thanks

Hard mode:
Only one thing to mention here. The slider at 00:12:242 with an end point on top of another sliders body. That is a big design no no so that may want to be fixed. huh? i will come thinking of it later ;D

I wish you the best of luck in getting your map ranked!
thanks Tuxdude143 :)
Setsurei
IRC M4M

chatlog
2014-03-13 20:22 Setsurei: offset -14
2014-03-13 20:22 Setsurei: jadi offset 120
2014-03-13 20:22 wendao2000: BPM fine?
2014-03-13 20:23 Setsurei: fine
2014-03-13 20:23 Setsurei: dicoba dulu, cocok ga
2014-03-13 20:24 wendao2000: awal-awal kecepetan, belakangnya fine
2014-03-13 20:24 wendao2000: *-*
2014-03-13 20:25 Setsurei: berarti antara itu
2014-03-13 20:25 Setsurei: +7 coba
2014-03-13 20:25 Setsurei: 127
2014-03-13 20:25 Setsurei: soalnya tadi aku cuma check bagian reffnya
2014-03-13 20:26 wendao2000: 00:25:609 (1) - try it here with 25% playback
2014-03-13 20:26 Setsurei: seems fine
2014-03-13 20:26 Setsurei: itu kan drumnya emang lagi finishing
2014-03-13 20:27 wendao2000: :o
2014-03-13 20:27 Setsurei: aku lupa nama istilah, aku dulu belajar drum lol
2014-03-13 20:27 wendao2000: o.o
2014-03-13 20:27 wendao2000: D;
2014-03-13 20:27 Setsurei: 00:26:512 -
2014-03-13 20:27 Setsurei: pas kok
2014-03-13 20:28 Setsurei: ini sempet kamu encode ganti bitrate?
2014-03-13 20:29 wendao2000: pernah, setelah ungrave ini map o.o
2014-03-13 20:30 Setsurei: I see
2014-03-13 20:31 Setsurei: kalo ngerasa miss, I prefer 2 offset
2014-03-13 20:32 Setsurei: soalnya 134 di 20 detikan udah miss
2014-03-13 20:33 wendao2000: yap, makanya bingung
2014-03-13 20:33 wendao2000: ini pake beberapa BPM checker, hasilnya beda-beda
2014-03-13 20:33 wendao2000: orz
2014-03-13 20:33 Setsurei: sementara 127 aja offsetnya (ambil tengahnya antara depan dan reff)
2014-03-13 20:33 wendao2000: bingung, dan akhirnya menetap di BPM 166
2014-03-13 20:34 wendao2000: okay
2014-03-13 20:34 Setsurei: don't trust BPM
2014-03-13 20:34 Setsurei: checker
2014-03-13 20:34 wendao2000: quite accurate tho
2014-03-13 20:35 Setsurei: aku gak pernah pake BPM checker, selalu pake T di timing tab lol
2014-03-13 20:35 Setsurei: kecuali dulu2 pas jaman awal mapping
2014-03-13 20:36 Setsurei: 00:05:187 (1,1) - why DS inconsistency
2014-03-13 20:36 wendao2000: diff?
2014-03-13 20:36 Setsurei: easy
2014-03-13 20:37 Setsurei: 00:25:789 (5) - geser ke atas dikit (kalo bener2 mau blanket slider sebelumnya), overlap border 00:23:982 (2) -
2014-03-13 20:38 wendao2000: done
2014-03-13 20:38 Setsurei: 00:26:151 (1,2,3) - rapi sih, tapi kayaknya mepet posisinya (cramped flow)
2014-03-13 20:39 Setsurei: 00:27:235 (2) - geser ke kanan bawah dikit, 00:27:596 (3) - geser kebawah
2014-03-13 20:39 Setsurei: 00:28:681 (4) - follow
2014-03-13 20:40 wendao2000: done, and done
2014-03-13 20:40 Setsurei: http://puu.sh/7tBbo.jpg
2014-03-13 20:41 Setsurei: 00:38:440 (1,2) - ini sebenernya mau dibikin blanket?
2014-03-13 20:41 wendao2000: http://osu.ppy.sh/ss/1412768
2014-03-13 20:41 wendao2000: nope, it's intentional
2014-03-13 20:42 Setsurei: I see, ok
2014-03-13 20:42 wendao2000: biar 00:38:441 (1,2) - revert-able jadi 00:41:332 (1,2) -
2014-03-13 20:42 wendao2000: ACTION malas
2014-03-13 20:42 wendao2000: ;3
2014-03-13 20:42 Setsurei: lol
2014-03-13 20:42 Setsurei: I know those two are the same
2014-03-13 20:42 Setsurei: makanya aku tanya dulu
2014-03-13 20:43 Setsurei: 00:50:013 (2) - how about end it here 00:50:736 - ?
2014-03-13 20:45 wendao2000: i guess no :(
2014-03-13 20:46 Setsurei: ok then
2014-03-13 20:46 wendao2000: sounds storyboard incoming
2014-03-13 20:46 Setsurei: video + SB = lag
2014-03-13 20:48 Setsurei: Normal
2014-03-13 20:48 wendao2000: DL
2014-03-13 20:48 wendao2000: D;
2014-03-13 20:48 Setsurei: 00:05:187 (1,1) - DS
2014-03-13 20:49 Setsurei: itu part depan 0.8, abis itu belakang 1.0..
2014-03-13 20:50 wendao2000: noep, all `
2014-03-13 20:50 wendao2000: ~1.0x
2014-03-13 20:50 wendao2000: *~0.8x
2014-03-13 20:50 Setsurei: `-`
2014-03-13 20:50 Setsurei: ok then
2014-03-13 20:50 wendao2000: itu jadi 1.0x gara-gara 0.8x multiplier
2014-03-13 20:50 Setsurei: oh, aku sih ga perhatiin multiplier lol
2014-03-13 20:50 Setsurei: 00:17:476 (1) - btw not a perfect blanket
2014-03-13 20:50 Setsurei: move to 96 196
2014-03-13 20:52 wendao2000: have other placement?
2014-03-13 20:52 Setsurei: wait
2014-03-13 20:52 wendao2000: soalnya 00:16:031 (1,2,1) - itu triangle pattern, but it's okay if no other placement
2014-03-13 20:53 Setsurei: 00:16:030 (1,1) - soalnya this
2014-03-13 20:53 Setsurei: ekornya gak pas di blanket sama 00:17:476 (1) -
2014-03-13 20:53 Setsurei: gpp sih kalo ga mau pindah
2014-03-13 20:53 Setsurei: karena ga kasat mata
2014-03-13 20:54 Setsurei: 00:37:717 (1,1,2) - ini aku ga yakin apa diperbolehkan di normal diff
2014-03-13 20:54 wendao2000: hmm, lemme use 5 nodes
2014-03-13 20:54 wendao2000: http://osu.ppy.sh/ss/1412782
2014-03-13 20:55 Setsurei: 00:42:235 (1,2) - this is confusing, after reverse langsung hit on stacked
2014-03-13 20:55 wendao2000: 00:37:718 (1,1,2) - it's fine as long as BATs not complain
2014-03-13 20:55 wendao2000: ACTION runs
2014-03-13 20:55 Setsurei: lol
2014-03-13 20:55 Setsurei: 00:45:126 (1,2) - same case
2014-03-13 20:56 Setsurei: 00:57:958 (1,3) - pasti ini copy paste
2014-03-13 20:57 wendao2000: noep, kebiasaan bikin slider gituan
2014-03-13 20:57 wendao2000: D;
2014-03-13 20:57 Setsurei: 01:02:295 - add note and then 01:02:295 (3,4) - ctrl G then reposition
2014-03-13 20:58 wendao2000: slider note slider, ga kesusahan itu D;
2014-03-13 20:58 Setsurei: kalo di ctrl G jadi slider,slider, note
2014-03-13 20:59 Setsurei: http://puu.sh/7tBKa.jpg
2014-03-13 21:00 wendao2000: [http://puu.sh/7tBMd.jpg how about this]
2014-03-13 21:00 Setsurei: 2 nya di 01:01:934 - ?
2014-03-13 21:01 wendao2000: yep
2014-03-13 21:01 wendao2000: vocal-beat-vocal-beat
2014-03-13 21:01 Setsurei: thats fine too
2014-03-13 21:01 wendao2000: that's my style D;
2014-03-13 21:03 Setsurei: 01:09:524 (1,2,3) - I know you did a triangular here, but I don't like the overlap. 01:10:789 (3) - rotate dikit (selection centre -46)
2014-03-13 21:04 wendao2000: [http://osu.ppy.sh/ss/1412801 YEY THIS KIND OF SLIDER AGAIN!!!]
2014-03-13 21:05 Setsurei: [http://puu.sh/7tBUt.jpg D:]
2014-03-13 21:05 wendao2000: noep, i will change the shape later
2014-03-13 21:05 Setsurei: lol
2014-03-13 21:06 Setsurei: Hard
2014-03-13 21:06 Setsurei: 00:12:784 (1,1) - x 453 y 279 (biar pas tengah slider)
2014-03-13 21:08 Setsurei: 00:15:676 (3,1) - not a perfect blanket, curvenya di benerin dikit 00:16:037 (1) - move to x 232 y 312, then adjust the tail to x 324 y 144
2014-03-13 21:09 done *in other way*
2014-03-13 21:10 Setsurei: lol
2014-03-13 21:10 wendao2000: 00:14:043 (2,1,2,3,1) - coz this is a pentagon shape!!!
2014-03-13 21:10 wendao2000: ;D
2014-03-13 21:10 Setsurei: but this is not included on pentagon 00:16:037 (1) -
2014-03-13 21:10 Setsurei: ACTION runs
2014-03-13 21:11 Setsurei: owait
2014-03-13 21:11 Setsurei: iya sih
2014-03-13 21:11 wendao2000: D:
2014-03-13 21:11 Setsurei: ketutup (2)
2014-03-13 21:12 Setsurei: 00:45:133 (2) - 94 85
2014-03-13 21:12 Setsurei: 00:48:567 (1) - 16168
2014-03-13 21:12 wendao2000: aw, fix'd
2014-03-13 21:12 Setsurei: 00:48:567 (1) - 161 68
2014-03-13 21:13 wendao2000: wtf
2014-03-13 21:13 Setsurei: :>
2014-03-13 21:13 wendao2000: done
2014-03-13 21:13 Setsurei: 00:54:712 (4) - 384 280
2014-03-13 21:13 wendao2000: done
2014-03-13 21:14 Setsurei: 01:16:399 (3) - tail 283 147
2014-03-13 21:15 Setsurei: or just move to 368 260 without moving the tail
2014-03-13 21:21 Setsurei: 00:36:090 (6,1) - imo prefer stacked because 1/2 beat differences while 00:35:367 (4,5,6) - is 1/1 beat differences
2014-03-13 21:22 Setsurei: btw itu insane
2014-03-13 21:23 Setsurei: 00:49:102 (2) - sengaja ga stack ekor? kalo ga sengaja move to 136 212
2014-03-13 21:27 Setsurei: 00:49:825 (3) - nazi, red point 325 180, 2nd white point 299 128, tail point 245 131
2014-03-13 21:30 Setsurei: 01:16:392 (1) - 404 308 (so it shaped x with 01:15:849 (1) - )

overall, nice map good luck
Topic Starter
wendao

Setsurei wrote:

IRC M4M

chatlog
2014-03-13 20:22 Setsurei: offset -14
2014-03-13 20:22 Setsurei: jadi offset 120
2014-03-13 20:22 wendao2000: BPM fine?
2014-03-13 20:23 Setsurei: fine
2014-03-13 20:23 Setsurei: dicoba dulu, cocok ga
2014-03-13 20:24 wendao2000: awal-awal kecepetan, belakangnya fine
2014-03-13 20:24 wendao2000: *-*
2014-03-13 20:25 Setsurei: berarti antara itu
2014-03-13 20:25 Setsurei: +7 coba
2014-03-13 20:25 Setsurei: 127
2014-03-13 20:25 Setsurei: soalnya tadi aku cuma check bagian reffnya
2014-03-13 20:26 wendao2000: 00:25:609 (1) - try it here with 25% playback
2014-03-13 20:26 Setsurei: seems fine
2014-03-13 20:26 Setsurei: itu kan drumnya emang lagi finishing
2014-03-13 20:27 wendao2000: :o
2014-03-13 20:27 Setsurei: aku lupa nama istilah, aku dulu belajar drum lol
2014-03-13 20:27 wendao2000: o.o
2014-03-13 20:27 wendao2000: D;
2014-03-13 20:27 Setsurei: 00:26:512 -
2014-03-13 20:27 Setsurei: pas kok
2014-03-13 20:28 Setsurei: ini sempet kamu encode ganti bitrate?
2014-03-13 20:29 wendao2000: pernah, setelah ungrave ini map o.o
2014-03-13 20:30 Setsurei: I see
2014-03-13 20:31 Setsurei: kalo ngerasa miss, I prefer 2 offset
2014-03-13 20:32 Setsurei: soalnya 134 di 20 detikan udah miss
2014-03-13 20:33 wendao2000: yap, makanya bingung
2014-03-13 20:33 wendao2000: ini pake beberapa BPM checker, hasilnya beda-beda
2014-03-13 20:33 wendao2000: orz
2014-03-13 20:33 Setsurei: sementara 127 aja offsetnya (ambil tengahnya antara depan dan reff)
2014-03-13 20:33 wendao2000: bingung, dan akhirnya menetap di BPM 166
2014-03-13 20:34 wendao2000: okay
2014-03-13 20:34 Setsurei: don't trust BPM
2014-03-13 20:34 Setsurei: checker
2014-03-13 20:34 wendao2000: quite accurate tho
2014-03-13 20:35 Setsurei: aku gak pernah pake BPM checker, selalu pake T di timing tab lol
2014-03-13 20:35 Setsurei: kecuali dulu2 pas jaman awal mapping
2014-03-13 20:36 Setsurei: 00:05:187 (1,1) - why DS inconsistency
2014-03-13 20:36 wendao2000: diff?
2014-03-13 20:36 Setsurei: easy
2014-03-13 20:37 Setsurei: 00:25:789 (5) - geser ke atas dikit (kalo bener2 mau blanket slider sebelumnya), overlap border 00:23:982 (2) -
2014-03-13 20:38 wendao2000: done
2014-03-13 20:38 Setsurei: 00:26:151 (1,2,3) - rapi sih, tapi kayaknya mepet posisinya (cramped flow)
2014-03-13 20:39 Setsurei: 00:27:235 (2) - geser ke kanan bawah dikit, 00:27:596 (3) - geser kebawah
2014-03-13 20:39 Setsurei: 00:28:681 (4) - follow
2014-03-13 20:40 wendao2000: done, and done
2014-03-13 20:40 Setsurei: http://puu.sh/7tBbo.jpg
2014-03-13 20:41 Setsurei: 00:38:440 (1,2) - ini sebenernya mau dibikin blanket?
2014-03-13 20:41 wendao2000: http://osu.ppy.sh/ss/1412768
2014-03-13 20:41 wendao2000: nope, it's intentional
2014-03-13 20:42 Setsurei: I see, ok
2014-03-13 20:42 wendao2000: biar 00:38:441 (1,2) - revert-able jadi 00:41:332 (1,2) -
2014-03-13 20:42 wendao2000: ACTION malas
2014-03-13 20:42 wendao2000: ;3
2014-03-13 20:42 Setsurei: lol
2014-03-13 20:42 Setsurei: I know those two are the same
2014-03-13 20:42 Setsurei: makanya aku tanya dulu
2014-03-13 20:43 Setsurei: 00:50:013 (2) - how about end it here 00:50:736 - ?
2014-03-13 20:45 wendao2000: i guess no :(
2014-03-13 20:46 Setsurei: ok then
2014-03-13 20:46 wendao2000: sounds storyboard incoming
2014-03-13 20:46 Setsurei: video + SB = lag
2014-03-13 20:48 Setsurei: Normal
2014-03-13 20:48 wendao2000: DL
2014-03-13 20:48 wendao2000: D;
2014-03-13 20:48 Setsurei: 00:05:187 (1,1) - DS
2014-03-13 20:49 Setsurei: itu part depan 0.8, abis itu belakang 1.0..
2014-03-13 20:50 wendao2000: noep, all `
2014-03-13 20:50 wendao2000: ~1.0x
2014-03-13 20:50 wendao2000: *~0.8x
2014-03-13 20:50 Setsurei: `-`
2014-03-13 20:50 Setsurei: ok then
2014-03-13 20:50 wendao2000: itu jadi 1.0x gara-gara 0.8x multiplier
2014-03-13 20:50 Setsurei: oh, aku sih ga perhatiin multiplier lol
2014-03-13 20:50 Setsurei: 00:17:476 (1) - btw not a perfect blanket
2014-03-13 20:50 Setsurei: move to 96 196
2014-03-13 20:52 wendao2000: have other placement?
2014-03-13 20:52 Setsurei: wait
2014-03-13 20:52 wendao2000: soalnya 00:16:031 (1,2,1) - itu triangle pattern, but it's okay if no other placement
2014-03-13 20:53 Setsurei: 00:16:030 (1,1) - soalnya this
2014-03-13 20:53 Setsurei: ekornya gak pas di blanket sama 00:17:476 (1) -
2014-03-13 20:53 Setsurei: gpp sih kalo ga mau pindah
2014-03-13 20:53 Setsurei: karena ga kasat mata
2014-03-13 20:54 Setsurei: 00:37:717 (1,1,2) - ini aku ga yakin apa diperbolehkan di normal diff
2014-03-13 20:54 wendao2000: hmm, lemme use 5 nodes
2014-03-13 20:54 wendao2000: http://osu.ppy.sh/ss/1412782
2014-03-13 20:55 Setsurei: 00:42:235 (1,2) - this is confusing, after reverse langsung hit on stacked
2014-03-13 20:55 wendao2000: 00:37:718 (1,1,2) - it's fine as long as BATs not complain
2014-03-13 20:55 wendao2000: ACTION runs
2014-03-13 20:55 Setsurei: lol
2014-03-13 20:55 Setsurei: 00:45:126 (1,2) - same case
2014-03-13 20:56 Setsurei: 00:57:958 (1,3) - pasti ini copy paste
2014-03-13 20:57 wendao2000: noep, kebiasaan bikin slider gituan
2014-03-13 20:57 wendao2000: D;
2014-03-13 20:57 Setsurei: 01:02:295 - add note and then 01:02:295 (3,4) - ctrl G then reposition
2014-03-13 20:58 wendao2000: slider note slider, ga kesusahan itu D;
2014-03-13 20:58 Setsurei: kalo di ctrl G jadi slider,slider, note
2014-03-13 20:59 Setsurei: http://puu.sh/7tBKa.jpg
2014-03-13 21:00 wendao2000: [http://puu.sh/7tBMd.jpg how about this]
2014-03-13 21:00 Setsurei: 2 nya di 01:01:934 - ?
2014-03-13 21:01 wendao2000: yep
2014-03-13 21:01 wendao2000: vocal-beat-vocal-beat
2014-03-13 21:01 Setsurei: thats fine too
2014-03-13 21:01 wendao2000: that's my style D;
2014-03-13 21:03 Setsurei: 01:09:524 (1,2,3) - I know you did a triangular here, but I don't like the overlap. 01:10:789 (3) - rotate dikit (selection centre -46)
2014-03-13 21:04 wendao2000: [http://osu.ppy.sh/ss/1412801 YEY THIS KIND OF SLIDER AGAIN!!!]
2014-03-13 21:05 Setsurei: [http://puu.sh/7tBUt.jpg D:]
2014-03-13 21:05 wendao2000: noep, i will change the shape later
2014-03-13 21:05 Setsurei: lol
2014-03-13 21:06 Setsurei: Hard
2014-03-13 21:06 Setsurei: 00:12:784 (1,1) - x 453 y 279 (biar pas tengah slider)
2014-03-13 21:08 Setsurei: 00:15:676 (3,1) - not a perfect blanket, curvenya di benerin dikit 00:16:037 (1) - move to x 232 y 312, then adjust the tail to x 324 y 144
2014-03-13 21:09 done *in other way*
2014-03-13 21:10 Setsurei: lol
2014-03-13 21:10 wendao2000: 00:14:043 (2,1,2,3,1) - coz this is a pentagon shape!!!
2014-03-13 21:10 wendao2000: ;D
2014-03-13 21:10 Setsurei: but this is not included on pentagon 00:16:037 (1) -
2014-03-13 21:10 Setsurei: ACTION runs
2014-03-13 21:11 Setsurei: owait
2014-03-13 21:11 Setsurei: iya sih
2014-03-13 21:11 wendao2000: D:
2014-03-13 21:11 Setsurei: ketutup (2)
2014-03-13 21:12 Setsurei: 00:45:133 (2) - 94 85
2014-03-13 21:12 Setsurei: 00:48:567 (1) - 16168
2014-03-13 21:12 wendao2000: aw, fix'd
2014-03-13 21:12 Setsurei: 00:48:567 (1) - 161 68
2014-03-13 21:13 wendao2000: wtf
2014-03-13 21:13 Setsurei: :>
2014-03-13 21:13 wendao2000: done
2014-03-13 21:13 Setsurei: 00:54:712 (4) - 384 280
2014-03-13 21:13 wendao2000: done
2014-03-13 21:14 Setsurei: 01:16:399 (3) - tail 283 147
2014-03-13 21:15 Setsurei: or just move to 368 260 without moving the tail
2014-03-13 21:21 Setsurei: 00:36:090 (6,1) - imo prefer stacked because 1/2 beat differences while 00:35:367 (4,5,6) - is 1/1 beat differences
2014-03-13 21:22 Setsurei: btw itu insane
2014-03-13 21:23 Setsurei: 00:49:102 (2) - sengaja ga stack ekor? kalo ga sengaja move to 136 212
2014-03-13 21:27 Setsurei: 00:49:825 (3) - nazi, red point 325 180, 2nd white point 299 128, tail point 245 131
2014-03-13 21:30 Setsurei: 01:16:392 (1) - 404 308 (so it shaped x with 01:15:849 (1) - )

overall, nice map good luck
dub
17:46 wendao2000: 00:49:103 (2) - intentional || 00:49:827 (3) - why it's nazi? ;; || done *in other way*
17:47 Setsurei: lol nazi because it's just a blanket fix
17:49 wendao2000: ic, okay 8)
17:49 wendao2000: thanks for modding btw
17:50 Setsurei: kan M4M 8)
17:50 *wendao2000 runs

thanks setsu :)

will update after do some experiment with sounds storyboard :)
done
10crystalmask01
Hey, mod from queue 8-)
[General]
*BG should be 1024x768 or 1366x768 in dimension for best quality image.
I got bored, so I decided to go find some images that can be used for this map. Here's some that I managed to take:


Feel free to use any of them, if you want.
[Insane]
00:18:019 (2) - Move to 244:356, so it has that outer flow with the objects 00:18:200 (3,4,1) -
00:56:332 (1,2) - Not going to try making a blanket here?
01:10:067 (1,2,3) - Move a bit higher so it isn't touching with 01:09:525 (3) - 's tail. They should be spaced out nicely here.

[Hard]
00:33:923 (2,1,2) - Not going to try making a blanket here?
00:39:164 - Rhythm suggestion:

The empty space there right now sounds really awkward, mainly because you decided to skip the vocals emphasized 'Wa' in awase.

00:44:947 - ^ Same suggestion as above.
00:50:368 (3,1) - Fix blanket here?

[Normal]
01:08:802 (6) - Adjust its tail a bit lower so it isn't touching 01:07:718 (4) - 's head. If you're interested in making a neat flow, something you can do here is move 01:08:802 (6) - a bit to the left, and adjust it's tail so that it stacks well under 01:07:356 (3) - as shown:

Good luck!
Raiku
Raiku mod!

[Easy]

In general, the snare sounds greatly overpower the snares in the music, I highly recommend toning them down, however it only seems to occur with slider tick sounds. I would avoid slider tick sounds in general as the music pretty much covers the snare.

00:49:284 (1) - I suggest moving this out a little so that it forms equilateral space between the head and tail of the slider it coheres with. This will make the spacing here follow the continuity of the spacing you have used with similar overlaps thus far (http://puu.sh/7uvWF.jpg).

00:53:260 - I found this snare beat to possibly confuse a player into hitting the next slider early.

00:56:152 - A similar case throughout, I feel that the loud snares aren't so needed. Up to you!

00:57:236 (3) - The snare here is off timed with the song's snare slightly, consider removing.


[Normal]

00:11:332 (5) - Here is another case of the hitsounds colliding awkwardly, how do you feel about it?

00:17:477 (1) - I felt that, very subtly, these two sliders could spoon together a little more evenly, here's the curve I managed to achieve when playing around with the bottom slider (http://puu.sh/7uwpr.jpg).

00:18:923 (3) - I recommend tilting this slider so that the tail end flows directly into the head of the next slider for enhanced flow. It gives the player a feeling of direction (http://puu.sh/7uwtt.jpg). You also avoid a tail and body overlap.

00:37:718 (1,1,2) - With your current stack leniency settings you can afford to stack these notes a little tighter, this in turn will give the normal player the opportunity to experience stacked notes to sliders without having an off-stack 'guide' like so (http://puu.sh/7uwCD.jpg). This I feel makes it look neater too.

00:42:236 (4) - With this section, I felt you could go with something a little more manageable for newer players. I think my alternative brings a nice blanket to the table, and by removing the repeat you are exacting the drum pause in the background whilst making this section pretty and easier to manage if you were a normal player. I simply felt that the slider over the slider was a little difficult to read (http://puu.sh/7uwP2.jpg).

00:48:561 (2,1) - You can easily afford to stack these two sliders like so (http://puu.sh/7uwRW.jpg).

00:51:814 (5) - I highly recommend avoiding an overlap like this, its completely fine if it is continuous with the way you overlap the ends of sliders on to notes that hit the off-tick right after, but I would avoid it at all costs at other times. I went with this for my alternative, don't worry, you aren't conflicting with the HP bar with this (http://puu.sh/7ux06.jpg).

Look through your map and listen out for snare drum hitsounds that conflict with the actual song's snares.


[Hard]

00:06:453 (2) - I felt you could make the spacing more even with this note between its sliders (http://puu.sh/7ux8g.jpg).

00:32:658 (3) - Try to expose the head end of the body a little more, that way you avoid that overlap that can confuse some players as to the length of the slider thus wondering the timing of the slider. It is very subtle but it can have an effect (http://puu.sh/7uxix.jpg).

00:37:718 (1,2) - Again, you can definitely afford to stack these on the slider head (http://puu.sh/7uxlB.jpg).

00:40:609 (1,2) - Same here.

00:48:742 (2) - With this timing, I recommend bringing this slider back to the preceding note just a touch for the players benefit. Many people may get frustrated when they don't expect this spacing so suddenly as it isn't continuous with the structure of the
rest of the map (http://puu.sh/7uxr3.jpg).

00:50:368 (3,1,4,1) - Very subtle, but just noticeable on this approach rate. Overlaps: http://puu.sh/7uxAj.jpg.

00:57:236 (3,4,1) - From the start of 3 until the end of 1, the hitsounds definately collide too much to the point where it is noticeable and feels clustered and overpowering to the music.


[Insane]

00:10:609 (2) - I would even consider moving this out a touch so that the spacing feels equal with some of the other jumps in this map. Continuity is the keyword here (http://puu.sh/7uxOp.jpg).

00:12:688 (2) - On a serious note, I genuinely feel that this note could benefit the song by either being removed, or re-structured so that the flow is greatly enhanced by placing it like this (http://puu.sh/7uxTL.jpg).

00:19:465 (2) - Perhaps you could avoid a small overlap here by stacking this like this so the head and tail fit the 2 notes that overlap? Try this alternative on for size (http://puu.sh/7uxZW.jpg).

00:36:091 (6,1) - I felt that though the use of spacing here is very clever, these two notes will cause trouble for the player trying to read the fast double if this spacing is used, perhaps make it so that the last note infact stacks on the head of the slider (http://puu.sh/7uycS.jpg). This alternative will make it more manageable.

00:36:995 (1,2,3,4,1) - If you apply the above, you are being fair to players by being continuous with this!

00:40:429 (3) - How about making this circle part of a nice symmetrical jump (http://puu.sh/7uykF.jpg)?

00:41:152 (2,3,4,5,1) - Certainly consider making circle 4 and 5's body overlaps equidistant with each other. I feel that an equal amount of slider should fill up the circles for beauty (http://puu.sh/7uynG.jpg).

00:49:103 (2) - I recommend having this circle stack perfectly on the slider tail (http://puu.sh/7uytn.jpg).

00:57:236 (3,4) - Again as I mentioned in the last difficulty, the hitsounds here feel almost clustered with each other, maybe one of the cymbals in the song highlights this part of the map but if there is already a different cymbal sound in the song, then I would definitely recommend removing the hitsound that affects the music.

01:11:694 (1,2,3,4) - By using the ctrl+G flip function on slider 2 and 4, you not only create a fun pattern, but you also prevent a confusion with the stream and slider 2's head which would cause frustrating misses near the end of the song. It's your call (http://puu.sh/7uyLg.jpg).

01:16:302 (2) - Similar to the previous slider circle slider situation, I feel that this note could greatly benefit from being placed in the middle of these two sliders. Also, the spacing will match the streams like so (http://puu.sh/7uySd.jpg).

All in all there is very little work to be done and you have created an amazing mapset. Good luck with BAT attention now!
Topic Starter
wendao

10crystalmask01 wrote:

Hey, mod from queue 8-)
[General]
*BG should be 1024x768 or 1366x768 in dimension for best quality image.
I got bored, so I decided to go find some images that can be used for this map. Here's some that I managed to take:


Feel free to use any of them, if you want.

Ranking Criteria wrote:

Although 1366x768 (16:9) is recommended, most background ratios that are 4:3 or 16:9 should also work reasonably well (for example, 800x600 or 852x480)
I'm using background with 16:9 ratios (1280x720) so I guess it's fine for now, but thanks anyway :)
[Insane]
00:18:019 (2) - Move to 244:356, so it has that outer flow with the objects 00:18:200 (3,4,1) - done
00:56:332 (1,2) - Not going to try making a blanket here? it's intentional :)
01:10:067 (1,2,3) - Move a bit higher so it isn't touching with 01:09:525 (3) - 's tail. They should be spaced out nicely here. done

[Hard]
00:33:923 (2,1,2) - Not going to try making a blanket here? nope, I like it
00:39:164 - Rhythm suggestion:

The empty space there right now sounds really awkward, mainly because you decided to skip the vocals emphasized 'Wa' in awase. it's my style :(

00:44:947 - ^ Same suggestion as above. ^
00:50:368 (3,1) - Fix blanket here? done~

[Normal]
01:08:802 (6) - Adjust its tail a bit lower so it isn't touching 01:07:718 (4) - 's head. If you're interested in making a neat flow, something you can do here is move 01:08:802 (6) - a bit to the left, and adjust it's tail so that it stacks well under 01:07:356 (3) - as shown: woah thanks :D


Good luck!
thanks crystalmask :)
Topic Starter
wendao

Raiku wrote:

Raiku mod!

[Easy]

In general, the snare sounds greatly overpower the snares in the music, I highly recommend toning them down, however it only seems to occur with slider tick sounds. I would avoid slider tick sounds in general as the music pretty much covers the snare. woob, reduced all sound-sb by 10%

00:49:284 (1) - I suggest moving this out a little so that it forms equilateral space between the head and tail of the slider it coheres with. This will make the spacing here follow the continuity of the spacing you have used with similar overlaps thus far (http://puu.sh/7uvWF.jpg). oh-okay~

00:53:260 - I found this snare beat to possibly confuse a player into hitting the next slider early. I don't know what should I do about this, I guess reducing the sound-sb will be fine for now

00:56:152 - A similar case throughout, I feel that the loud snares aren't so needed. Up to you! ^

00:57:236 (3) - The snare here is off timed with the song's snare slightly, consider removing.??


[Normal]

00:11:332 (5) - Here is another case of the hitsounds colliding awkwardly, how do you feel about it? same as above answer

00:17:477 (1) - I felt that, very subtly, these two sliders could spoon together a little more evenly, here's the curve I managed to achieve when playing around with the bottom slider (http://puu.sh/7uwpr.jpg). do you have code for this?

00:18:923 (3) - I recommend tilting this slider so that the tail end flows directly into the head of the next slider for enhanced flow. It gives the player a feeling of direction (http://puu.sh/7uwtt.jpg). You also avoid a tail and body overlap. tilt-ed around 12 degrees

00:37:718 (1,1,2) - With your current stack leniency settings you can afford to stack these notes a little tighter, this in turn will give the normal player the opportunity to experience stacked notes to sliders without having an off-stack 'guide' like so (http://puu.sh/7uwCD.jpg). This I feel makes it look neater too. done

00:42:236 (4) - With this section, I felt you could go with something a little more manageable for newer players. I think my alternative brings a nice blanket to the table, and by removing the repeat you are exacting the drum pause in the background whilst making this section pretty and easier to manage if you were a normal player. I simply felt that the slider over the slider was a little difficult to read (http://puu.sh/7uwP2.jpg). if I do those, 00:42:597 - will be empty :(

00:48:561 (2,1) - You can easily afford to stack these two sliders like so (http://puu.sh/7uwRW.jpg). done

00:51:814 (5) - I highly recommend avoiding an overlap like this, its completely fine if it is continuous with the way you overlap the ends of sliders on to notes that hit the off-tick right after, but I would avoid it at all costs at other times. I went with this for my alternative, don't worry, you aren't conflicting with the HP bar with this (http://puu.sh/7ux06.jpg). done, also curving the (3) slider

Look through your map and listen out for snare drum hitsounds that conflict with the actual song's snares.


[Hard]

00:06:453 (2) - I felt you could make the spacing more even with this note between its sliders (http://puu.sh/7ux8g.jpg). I think it's fine, since it's Hard diff, and need some "jumpy" notes lol

00:32:658 (3) - Try to expose the head end of the body a little more, that way you avoid that overlap that can confuse some players as to the length of the slider thus wondering the timing of the slider. It is very subtle but it can have an effect (http://puu.sh/7uxix.jpg). done~

00:37:718 (1,2) - Again, you can definitely afford to stack these on the slider head (http://puu.sh/7uxlB.jpg). It's fine as long as BATs arent complaint /runs

00:40:609 (1,2) - Same here. ^

00:48:742 (2) - With this timing, I recommend bringing this slider back to the preceding note just a touch for the players benefit. Many people may get frustrated when they don't expect this spacing so suddenly as it isn't continuous with the structure of the rest of the map (http://puu.sh/7uxr3.jpg). okay-okay~

00:50:368 (3,1,4,1) - Very subtle, but just noticeable on this approach rate. Overlaps: http://puu.sh/7uxAj.jpg. when you play it, it's unseen *-*

00:57:236 (3,4,1) - From the start of 3 until the end of 1, the hitsounds definately collide too much to the point where it is noticeable and feels clustered and overpowering to the music. fix'd


[Insane]

00:10:609 (2) - I would even consider moving this out a touch so that the spacing feels equal with some of the other jumps in this map. Continuity is the keyword here (http://puu.sh/7uxOp.jpg). done~

00:12:688 (2) - On a serious note, I genuinely feel that this note could benefit the song by either being removed, or re-structured so that the flow is greatly enhanced by placing it like this (http://puu.sh/7uxTL.jpg). I liked it :(.. but I will change it if another modder complained about this

00:19:465 (2) - Perhaps you could avoid a small overlap here by stacking this like this so the head and tail fit the 2 notes that overlap? Try this alternative on for size (http://puu.sh/7uxZW.jpg). nope, I guess it's fine

00:36:091 (6,1) - I felt that though the use of spacing here is very clever, these two notes will cause trouble for the player trying to read the fast double if this spacing is used, perhaps make it so that the last note infact stacks on the head of the slider (http://puu.sh/7uycS.jpg). This alternative will make it more manageable. done, done and done~

00:36:995 (1,2,3,4,1) - If you apply the above, you are being fair to players by being continuous with this! ^^

00:40:429 (3) - How about making this circle part of a nice symmetrical jump (http://puu.sh/7uykF.jpg)? it's cool anti-jump ;;

00:41:152 (2,3,4,5,1) - Certainly consider making circle 4 and 5's body overlaps equidistant with each other. I feel that an equal amount of slider should fill up the circles for beauty (http://puu.sh/7uynG.jpg). moved a bit

00:49:103 (2) - I recommend having this circle stack perfectly on the slider tail (http://puu.sh/7uytn.jpg). aww... just moved this in previous mod.. lol, stack-ed again!~

00:57:236 (3,4) - Again as I mentioned in the last difficulty, the hitsounds here feel almost clustered with each other, maybe one of the cymbals in the song highlights this part of the map but if there is already a different cymbal sound in the song, then I would definitely recommend removing the hitsound that affects the music. hmm... okay, deleted whistle

01:11:694 (1,2,3,4) - By using the ctrl+G flip function on slider 2 and 4, you not only create a fun pattern, but you also prevent a confusion with the stream and slider 2's head which would cause frustrating misses near the end of the song. It's your call (http://puu.sh/7uyLg.jpg). I asked my friends and they said the pattern were okay, so no changes

01:16:302 (2) - Similar to the previous slider circle slider situation, I feel that this note could greatly benefit from being placed in the middle of these two sliders. Also, the spacing will match the streams like so (http://puu.sh/7uySd.jpg). same as above answer

All in all there is very little work to be done and you have created an amazing mapset. Good luck with BAT attention now!

thanks a lot Raiku <3
YTYuyu
hey~ i'm here from my queue :D.

Bold: Unrankable/must fix.
Red: Should be fixed/highly suggested.
Green: Suggestion.
Blue: Comments, Advice or Other.

[General]
i strongly advise that you don't use SB hitsounds because it can annoy players a lot and it can be really distracting as well during gameplay. just a warning. yes it may sound nice to you, but think about how other players will hear this. use a custom slidertick so that it'll sound more comfortable for players during gameplay.
keep in mind that you cannot silence both the slidertick and sliderslide at the same time since it's an unrankable issue. instead take advantage of that slidertick and use that normal hitsound for the ticks instead.
move the Romanised source to the tags(Gosick). since the source are 2 different ways of saying the anime, one of them should be in the tags for that purpose, and the other stays as the source.
[Easy]
00:00:128 (1,2,3,4,1) - you can do something a lot easier than this. this could be hard to read since beginners could hit too early during gameplay due to the spacing used in this pattern. i highly suggest that you try this because it follows the music nicely and flows smoother to the song during gameplay.
00:04:465 (4) - you know you can switch the hitsounds by doing this? switch from Auto to drum under the samplesets located at the top left of the editor, just below the timeline.
00:05:188 (1,1) - not a good idea. because the note is so close to the next combo, beginners might think that this starts right away, and it can lead to a lot of confusion for beginners during gameplay. you need to space this out by following the DS in order to make this easier to read for them during gameplay.
00:10:067 (2,1,2,3,1) - for this one, do something like this. it's a lot easier when you follow the drums than the 1/2 parts of the song during gameplay. the code is in the box if you don't understand. keep in mind that you have to arrange the pattern.
SPOILER
276,36,9887,1,0,0:0:0:0:
136,60,10609,2,0,P|128:108|168:224,1,160
216,260,11694,6,0,P|256:284|344:272,2,120
132,144,13501,1,0,0:0:0:0:
168,84,13862,1,0,0:0:0:0:
00:20:007 (4) - remove this note. you're breaking consistency with 00:17:115 - since this has no note. if you wanna keep it, then add a circle at 00:17:115 with a clap for consistency in the hitsounds and rhythm.
00:22:899 (1) - to follow the music more properly, replace this for a circle and a 1/1 slider. this part is separate. the circle follows the BGM, and the 1/1 slider follows the vocals.
00:28:681 (4) - same as 00:20:007.
00:30:127 (2,3) - i highly recommend that you don't stack notes on easy diffs because beginners would find this confusing since they don't know when to hit at the right time. spacing it out would be a lot easier for them during gameplay if you ask me.
01:04:826 (3,4,5) - for this one, use 2 circles, followed by 2 1/1 sliders. same reason as 00:22:899.
not bad. you just need to work on your rhythm selections to make it more readable and easier to follow for beginners.

[Normal]
00:00:128 (1,2,3,4,1) - for this one, do something like this as the introduction of the song so that it'd be easier to follow, as well as fun for players during gameplay.
00:09:525 (2) - make this slider look like (1) so that the transition feels even smoother for players during gameplay.
00:20:007 - add a note here. same reason as easy. you're breaking consistency with the previous notes in this part of the song.
00:42:236 (1,2) - stacking it like this makes it feel too cramped and cluttered during gameplay, so for this one, space it out so that it'll be more readable during gameplay.
00:45:127 (1,2) - ^
01:06:272 (1) - replace this for 2 circles. it'll follow the music more properly if you do this IMO.
i find this pretty decent, so gj on this.

[Hard]
use AR7. the patterns in this diff aren't that complex(hard), and AR8 feels like it's forcing players to hit the notes during gameplay.
00:12:778 (1) - consider a drum clap at the end. keep in mind that you can change the sampleset to drum on the top left.
00:28:501 (3,4,5,1,2) - i find that the rhythm here is incorrect. i highly suggest and consider that you use this rhythm so that it'll follow the music more properly during gameplay.
00:31:393 (2,3,4) - i suggest that you move these notes around to a triangular shape like this because doing a straight movement feels uncomfortable to follow personally. doing curved movements feels a lot smoother for players during gameplay IMO.
00:36:453 (2) - would it be possible to stack this on 00:35:368 (2) - ? because players might find it confusing that this is moved like this due to the overlap in this part of the song.
00:36:995 (1) - same as above, but on 00:36:634 (3) - instead.
01:02:296 - add a circle here. there's a chance players might think that this is a jump and not a spaced out pattern due to the drums, also again, the flow feels like it suddenly stopped during gameplay.
01:05:007 (1,2,3) - i don't like this rhythm. it doesn't feel flowy and fitting to the music during gameplay. i highly suggest that you do a 1/2 slider, followed by a 1/2 repeat slider and a circle to follow the music more properly during gameplay.
01:19:646 (1) - maybe a whistle here to make it sound more effective?
the only downside that bothered me are those note overlaps, but it's a personal preference of mine, so don't worry about that.

[Insane]
why don't you consider AR8, as well as OD7 because i feel that AR9 and OD8 is forcing players to hit these notes during gameplay? yes i can tell from you that it's fun, but at least consider the flow, as well as the other players' comfort when they play this.
00:08:802 (1,2,3) - i think you can do something like this instead. i find it more flowy since it's a triangular blanket pattern, and also i myself use this pattern a lot in mapping and it worked nicely, so i figured the same thing might happen as well IMO.
00:44:947 (5,1) - i've run through this before in a different map, and this could possibly be unrankable due to the sliders' overlap being unreadable in general during gameplay, so you need to space this out instead to make it readable for players to follow during gameplay.
01:00:127 (1) - i think you can use a stream of 1/4 sliders here to make the diff "pop-out" a lot more like you did on 01:11:694 (1,2,3,4) - due to the drums that follow this, as well as another nice setup for the next kiai coming up.
01:14:826 (4,5) - same as 00:44:947 - . with the repeat slider intact, this could be a lot confusing for players to follow during gameplay. like i said, you need to space it out to the point that it's a lot readable during gameplay.
01:19:646 (1) - same as hard.
the only thing that bothered me are those slider overlaps. other than that, a decent diff.

and that's all i got. personally, i really think that you can make your easy diff a lot better and beginner-friendly in terms of rhythm selections. your harder diffs are good however. i'd give a star, but i can't due to the unrankable issues i mentioned. anyways GL and don't give up on this map :D. if you don't understand something, let me know and i'll clarify it for you.
Topic Starter
wendao
aw thanks :)

will check for it later :(
Topic Starter
wendao

Byakugan249 wrote:

hey~ i'm here from my queue :D.

Bold: Unrankable/must fix.
Red: Should be fixed/highly suggested.
Green: Suggestion.
Blue: Comments, Advice or Other.

[General]
i strongly advise that you don't use SB hitsounds because it can annoy players a lot and it can be really distracting as well during gameplay. just a warning. yes it may sound nice to you, but think about how other players will hear this. use a custom slidertick so that it'll sound more comfortable for players during gameplay. oh okay, but just deleted sb outside note, instead of adding more custom hitsound
keep in mind that you cannot silence both the slidertick and sliderslide at the same time since it's an unrankable issue. instead take advantage of that slidertick and use that normal hitsound for the ticks instead. deleted soft-slidertick
move the Romanised source to the tags(Gosick). since the source are 2 different ways of saying the anime, one of them should be in the tags for that purpose, and the other stays as the source. it's still search-able with gosick, so no add
[Easy]
00:00:128 (1,2,3,4,1) - you can do something a lot easier than this. this could be hard to read since beginners could hit too early during gameplay due to the spacing used in this pattern. i highly suggest that you try this because it follows the music nicely and flows smoother to the song during gameplay. done in other way
00:04:465 (4) - you know you can switch the hitsounds by doing this? switch from Auto to drum under the samplesets located at the top left of the editor, just below the timeline. :shock:
00:05:188 (1,1) - not a good idea. because the note is so close to the next combo, beginners might think that this starts right away, and it can lead to a lot of confusion for beginners during gameplay. you need to space this out by following the DS in order to make this easier to read for them during gameplay. done
00:10:067 (2,1,2,3,1) - for this one, do something like this. it's a lot easier when you follow the drums than the 1/2 parts of the song during gameplay. the code is in the box if you don't understand. keep in mind that you have to arrange the pattern. yea, used your code, and make some change about it
SPOILER
276,36,9887,1,0,0:0:0:0:
136,60,10609,2,0,P|128:108|168:224,1,160
216,260,11694,6,0,P|256:284|344:272,2,120
132,144,13501,1,0,0:0:0:0:
168,84,13862,1,0,0:0:0:0:
00:20:007 (4) - remove this note. you're breaking consistency with 00:17:115 - since this has no note. if you wanna keep it, then add a circle at 00:17:115 with a clap for consistency in the hitsounds and rhythm. yes
00:22:899 (1) - to follow the music more properly, replace this for a circle and a 1/1 slider. this part is separate. the circle follows the BGM, and the 1/1 slider follows the vocals. done
00:28:681 (4) - same as 00:20:007. no, a bit inconsistency isn't a bad idea lol
00:30:127 (2,3) - i highly recommend that you don't stack notes on easy diffs because beginners would find this confusing since they don't know when to hit at the right time. spacing it out would be a lot easier for them during gameplay if you ask me. nah, will think of it
01:04:826 (3,4,5) - for this one, use 2 circles, followed by 2 1/1 sliders. same reason as 00:22:899. i guess no :(
not bad. you just need to work on your rhythm selections to make it more readable and easier to follow for beginners.

[Normal]
00:00:128 (1,2,3,4,1) - for this one, do something like this as the introduction of the song so that it'd be easier to follow, as well as fun for players during gameplay. will think of it later, also will ask my friend about it
00:09:525 (2) - make this slider look like (1) so that the transition feels even smoother for players during gameplay. i have no idea about this, any code? `-`
00:20:007 - add a note here. same reason as easy. you're breaking consistency with the previous notes in this part of the song. no?
00:42:236 (1,2) - stacking it like this makes it feel too cramped and cluttered during gameplay, so for this one, space it out so that it'll be more readable during gameplay. done
00:45:127 (1,2) - ^ i guess no for this one
01:06:272 (1) - replace this for 2 circles. it'll follow the music more properly if you do this IMO. done
i find this pretty decent, so gj on this.

[Hard]
use AR7. the patterns in this diff aren't that complex(hard), and AR8 feels like it's forcing players to hit the notes during gameplay. done
00:12:778 (1) - consider a drum clap at the end. keep in mind that you can change the sampleset to drum on the top left. i guess no
00:28:501 (3,4,5,1,2) - i find that the rhythm here is incorrect. i highly suggest and consider that you use this rhythm so that it'll follow the music more properly during gameplay. :shock:
00:31:393 (2,3,4) - i suggest that you move these notes around to a triangular shape like this because doing a straight movement feels uncomfortable to follow personally. doing curved movements feels a lot smoother for players during gameplay IMO. it will be harder, but okay
00:36:453 (2) - would it be possible to stack this on 00:35:368 (2) - ? because players might find it confusing that this is moved like this due to the overlap in this part of the song. no no no, i liked it :<
00:36:995 (1) - same as above, but on 00:36:634 (3) - instead. ^^
01:02:296 - add a circle here. there's a chance players might think that this is a jump and not a spaced out pattern due to the drums, also again, the flow feels like it suddenly stopped during gameplay. okay then, added
01:05:007 (1,2,3) - i don't like this rhythm. it doesn't feel flowy and fitting to the music during gameplay. i highly suggest that you do a 1/2 slider, followed by a 1/2 repeat slider and a circle to follow the music more properly during gameplay. done in other way
01:19:646 (1) - maybe a whistle here to make it sound more effective? it's fit IMO
the only downside that bothered me are those note overlaps, but it's a personal preference of mine, so don't worry about that.

[Insane]
why don't you consider AR8, as well as OD7 because i feel that AR9 and OD8 is forcing players to hit these notes during gameplay? yes i can tell from you that it's fun, but at least consider the flow, as well as the other players' comfort when they play this. keep AR9, OD-1
00:08:802 (1,2,3) - i think you can do something like this instead. i find it more flowy since it's a triangular blanket pattern, and also i myself use this pattern a lot in mapping and it worked nicely, so i figured the same thing might happen as well IMO. i guess i will keep this
00:44:947 (5,1) - i've run through this before in a different map, and this could possibly be unrankable due to the sliders' overlap being unreadable in general during gameplay, so you need to space this out instead to make it readable for players to follow during gameplay. nah, let see what will other BAT thinking about this
01:00:127 (1) - i think you can use a stream of 1/4 sliders here to make the diff "pop-out" a lot more like you did on 01:11:694 (1,2,3,4) - due to the drums that follow this, as well as another nice setup for the next kiai coming up. keep
01:14:826 (4,5) - same as 00:44:947 - . with the repeat slider intact, this could be a lot confusing for players to follow during gameplay. like i said, you need to space it out to the point that it's a lot readable during gameplay. ^^^
01:19:646 (1) - same as hard. it's fit IMO
the only thing that bothered me are those slider overlaps. other than that, a decent diff.

and that's all i got. personally, i really think that you can make your easy diff a lot better and beginner-friendly in terms of rhythm selections. your harder diffs are good however. i'd give a star, but i can't due to the unrankable issues i mentioned. anyways GL and don't give up on this map :D. if you don't understand something, let me know and i'll clarify it for you.
thanks Byakugan249 :)
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