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Shibayan feat. 3L - Lunar 11.3 Candle Magic [Osu|Taiko]

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Topic Starter
11t
Hi Natsu, thanks for the mod!

General
  1. soft-hitnormal4 is complety silenced making the game play really worse inaudibles hitsounds are not rankables
    The reason this is completely silenced is because I use S:C4 only once in the entire map; specifically, at 01:42:549 (1) , because I only want the whistle hitsound to be audible. The reason I haven't just renamed soft-hitwhistle4 to soft-hitnormal4, and so the reason I need that silenced hitsound there, is because I need to be able to use whistle triggers in the storyboard at this point.

  2. you need a easy diff your normal is too hard to be the easy diff of the set
    Working on it! The spread of this mapset isn't actually NHI; it's HIX at the moment. The Normal is actually a Hard, the Hard is actually an Insane, and the Lunatic is more like an Extra, as you've noticed. I'm working on getting an Easy diff that's like a Normal, and so the spread then will be NHIX, which should be fine.

    I'll probably end up renaming the difficulties later.

    EDIT: 10nya made an Easy diff. The Easy plays like a Normal, the Normal plays like a Hard, and the Hard plays like an Insane so the spread should be fine now.

  3. Unused Image Files:

    sb\lyrics\4-3-0.png
    sb\lyrics\4-3-1.png

    Thanks for catching this!

Lunatic
Okay, you've had a lot to say here, so I think I should explain a bit about what I was trying to do with the mapping for this difficulty.

This map was mostly an experiment; I wanted to map fast SV slider-based jump patterns in a low-BPM setting so basically val-mapping with 128 bpm. My focus was on the vocal rhythm first, and on the percussion rhythm second. Every vocal syllable is mapped to a slider start, and every slider is extended to just before the next vocal syllable. I do this to
  1. Create a continuous 1/4 object flow: having 1/4 and 1/2 timings frequently mixed together in a jumpy map like this is not good for readability. So I try to keep everything spaced 1/4 beats apart, using 1/2 or 1/1 beat timings only at certain points to emphasize a pause in the music. This creates mapping patterns that are consistent rhythmically, which gives me a lot more freedom in terms of how I space my objects.

  2. Emulate vocal sustain: a hitcircle only requires the player to click; a slider requires the player to click and hold. Using 1/4 sliders on vocal beats instead of a hitcircle allows the mapping to capture the sustain in 3L's voice after she sings each syllable; the short length of the sliders allows slider leniency to turn the shorter sliders into hold sliders, sliders that the player only has to click and hold, without having to move their cursor at all.

  3. Simulate motion: at the same time, the fact that these sliders have a length at all gives me an expressive visual tool to work with. Every slider can be curved, bent, and oriented in a way that reflects the general motion of the music at that particular point. I actually have quite a lot of freedom when it comes to how I arrange my sliders—in what direction I point them in, what shapes I use, etc.—because, after all, the player only has to hold their cursor on the slider start, and slider leniency will take care of the rest. The reason this can simulate motion is because the sliderball moves along the path of the slider even if the cursor doesn't; this is actually fairly strong visual feedback and is something that I believe can be used as a means of expressing various elements in the music.
Combining this with variable spacing, my goal was to create an expressive jump map that was characterized less by continuous hitcircle clicks and more by rhythm-emphasized holds. With that in mind, many of the things you've pointed out, such as
  1. Slider ends mapped to nothing
  2. Skipped white ticks
are symptomatic of the particular style of mapping I was experimenting with here, and are not things that I can (or even want to, for that matter) address without changing the fundamental style. This sort of map isn't for everyone; single-tappers for example typically struggle with maps like this. My goal wasn't to create a map that would appeal to all players; my goal was to create a map that would express the musical elements of the song using the particular style outlined above. I realize that this will probably create some issues with rankability; however, nothing here is expressly unrankable, so I'm okay with that.

So anyway, the mod! I'll skip over the parts that I feel are adequately explained by the above.
  1. Tick rate 2 fit diff better also is consistent with the others diffs

    Okay, so I realize that Tick Rate 4 is sort of high but the reason I use it here is
    1. As you've noticed, I skip over some white ticks in order to better emphasize the vocal rhythm
    2. Unfortunately, snare drum hits in the music occur on white ticks
    3. I map Clap hitsounds to snare drum hits
    So basically there are times when I've skipped over a white tick that occurs in the middle of one of my sliders, and a snare drum hit in the music happens to occur on that white tick. With Tick Rate 4, I can use the slider tick as a Clap hitsound trigger. This isn't entirely necessary, but because I build up a steady stream of Clap hitsounds in the map, suddenly having a brief period of silence where a Clap hitsound is skipped is actually pretty disturbing during a playthrough.

    Why don't I just focus on mapping both the vocals and the percussion, rather than just the vocals? I personally think that doing this would de-emphasize the vocals and cause the two rhythms to be mixed together; rather than having sliders whose starts emphasize each vocal syllable, I'd have a lot of areas with hitcircle sequences where I try to map both the vocals and the percussion; this would make it harder for the player to separate the rhythms, which causes the vocal rhythm to be de-emphasized. This would be detrimental for the hold-based that flow I want to work with.

  2. 00:06:455 (6,7) - This is hard to play and hard to do in first play when you map try to it intuitive
    00:07:041 (10,11) - how a player will be able to read this big jump I highly suggest you to reduce the distance here


    I'll see what others have to say about this; since this is the beginning of the map I'm not too worried about it because the cost of retrying is lower. Putting something like 00:06:455 (6,7) at the beginning is also a good way to prepare the player for things like this later on, at 01:36:572 (5,6,7,8,9,10,11) for example.

  3. 00:07:041 (10) - How a player can read this sv change It dont have NC warning you about it also the ticks get hidden by 00:06:806 (8,9) - making it alot harder to read and after the slowdown the you do a 3.65 jumps that is kinda anticlimatic IMO

    I'll try to make the slowdown easier to read.

  4. 00:12:783 this is mapped in nothing in the music
    00:18:408 (7) - nothing in the music support this beat
    00:20:283 (7) - yeah this sound really overmapped too


    I'll probably just replace the two hitcircles with a 1/4 slider at these parts.

  5. 00:20:635 (1,2,3,4,5) - I ask two really nice player to test the map just to check this part and they both fail and get combos break in this part me also the middles points of the slider (red points) mannipulate the slider velocity so bad making this not nice to pay and no intuitive I recomed you to use a normal shapes the currents ones are not rankables

    I recently ranked a map that used these shapes. The SV manipulation caused by the red points here is really unnoticeable overall, I think, just because of how short these sliders are.

  6. 00:29:424 (6,7) - stack this perfect is really confuse to do in the first play a perfect stack with brng more sense and readability to it that manual stack make me think it is an antijump when not

    At the same time, using a perfect stack will mean I'd have to manual stack the 1/2 pause, which would confuse other players into thinking it's not an anti-jump when it actually is.

  7. 00:33:994 (1) - this slider is really hidden and overlapped I highly suggest you to make another pattern there is not like all the players use transparent sliders to notice it so for the sake of the playability make it in another way instead

    By the time the approach circle for this slider even appears, 00:33:174 (6) has already vanished, so transparency isn't an issue here, I think.

  8. 00:36:572 (5,6,7,1,2,3,4) - this is not readable at all also why you add a NC here 00:37:041 (1) - dont make much sense the 3/4 is continue here better add the nc here 00:36:806 adding more readability and emphatize with the song

    Fixed NC, this works much better now, thanks!

  9. 00:39:853 (3,4) - this should be a 1/2 slider nothing in the music in the (4) start

    You're right, this should be a 1/2.

  10. 00:41:025 (8,9) - this manual stack is not readable or stack it perfect or use a properly distance better
  11. 00:44:424 (6,7) - same as above

    See above.

  12. 00:45:713 why you ignore this beat with sound 00:46:064 and you map this with nothing?

    Actually there's a ん syllable here. Also this helps with flow I think.

  13. 00:48:994 (1) - this slider get totattly hidden by previous 2 sliders is not rankable so better think in another slider shape here

    It's perfectly readable with the default osu skin. 00:48:525 (7) disappears before the player is meant to click 00:48:994 (1).

  14. 00:52:510 (1) - this slider shape dont fit with the curve of the stream shape try to redo this slider following the properly curve it requerid to make a better gameplay

    I don't want it to fit the curve of the stream; I want it like this for contrast. Gameplay wise there's no difference in how I shape this slider, because the slider is so short.

  15. 01:09:267 (1,2) - man I was looking it with captin1 too and we both agree this dont flow well and is really forced to make an unatural movement there

    Yeah... I think I agree here. Changed 01:09:619 (2) to be straight downwards.

  16. 01:01:416 (2,3) - this manual stack is jut confuse

    Remapped this section to make it less confusing.

  17. 01:12:666 (1) - this is unrankable the repeat arrow get totally overlaped by previous slider try to move it to other place

    01:12:080 (4) - disappears before the repeat appears on the screen, so I think this is fine.

  18. 01:18:525 (7,1) - this is really cuestionable previous 7 overlap maybe the 85% of the slider way making this unreadable better change it

    See above.

  19. 01:36:572 (5,6,7,8,9,10,11) - this slider 7 dont flow good to the stream is like a forced gameplay try to somethink else instead

    This is mostly just for visual effect, since slider leniency makes it so that the player doesn't actually have to move for the 5 slider. If more people bring this up I'll change it.

  20. 01:42:549 (1,1) - this sv changes dont play well form 0.50 to 1.50 really need to be like that? try to use less gap in both speed changes for make this playable

    I remapped this part a bit but I kept the SV changes. I really don't want to get rid of the SV changes, so unless a lot more people bring this up, I'm keeping it like this.

  21. 01:52:041 (1,1,1,1) - I dont agree with your combo spam here it dont make it ore readable also dont make emphatize with the music

    I'll see what others have to say. I sort of just wanted a colorful ending orz

Hard
  1. HP and OD -1 to fix a bit the spread

    Yes, probably a good idea. Changed!

  2. 00:07:041 (1,1) - really nazi stack them perfec atually dont look good
  3. 00:12:197 move this a little to the left maybe 1 or 2 grids actually the space with previous slider look to close in game

    I'm going to remap this whole intro section because I don't like it currently.

  4. 00:24:619 (2) - this get overlaped by previous sliders look http://puu.sh/595f8.jpg maybe you can try to make it a little more clean

    I personally think this is fine. Usually I don't like overlaps like this, but this one doesn't bother me.

  5. 00:27:431 (4,5) - why this have 0.50 distance here when 00:26:845 (2) - this have 1.50 be consistent with the spacing in the timeline

    I switch between 0.50x and 1.50x a lot for these 1/4 spaced hitcircles. I don't think this is a problem considering the difficulty of this map.

  6. 00:28:369 (2,3) - turn off gridsnap and stack this one properly

    Done.

  7. 00:29:424 (5,6) - same case as 00:27:431 consistent is a very cool think when you map
  8. 00:31:767 (1,2) - symilar case as above try to use more distance

    See above. Consistency is safe, but isn't always the best choice in every mapping scenario.

  9. 00:33:174 (4,5,6,7) - not a fan of how it flow but can be fine I guess

    I'll keep it as it is now, then.

  10. 00:32:119 (2) - the repeat get overlap by previous (5) hi its not rankkable try to move it to other place

    Any trace of (5) disappears before the player hits (2) so I think this is fine.

  11. 00:36:806 (1,2,3,4) - this jumps are kinda difficult for a hard diff try to reduce the distance will be better

    Honestly I think of this map as more of a light Insane than a Hard difficulty, and I mapped it as such because I wanted a Hard that wouldn't be significantly easier than the Lunatic, in order to have a balanced spread. I think, with that in mind, these jumps are fine.

  12. 00:39:267 (1,2) - If you can avoid the overlap will be cool

    I like how this looks currently.

  13. 00:39:619 (2,3) - why you use this distance there but you ae using different in 00:40:205 (4,5) - them are on the same timeline so in the current way make the gameplay really awkward IMO better try to be consistent with the spacing

    See above.

  14. 00:57:080 (3,4) - this is not rankable you can see how the slider overlap the repeat of the next one

    A large part of the repeat is still visible though, so I think this is fine.

  15. 01:00:947 (1) - this NC is not necesary here cuz this beat is part of the same pattern try to remove it better

    I want this slider to have more impact, so I put a NC on it.

  16. 01:05:049 (5,6) - I will not agree with this kinds of jumps in a hard diff try to reduce the distance here instead
  17. 01:33:994 (1,2,3,4) - ^
  18. 01:42:549 (1,1) - man this is just a hard diff stuff like this dont fit with a ¨hard diff¨

    See above.

  19. 01:51:572 (1,1,1,1,1,1,1,1,1) - Unnecesary NC spam remove them is not necesary and dont fit with the music IMO

    Colorful ending ;_;


    my thoughts about the diff
  20. In my opinion this is almost an Insane diff so you will need to reduce the difficult or map anothe hard to Fix the spread
  21. Some spacing are kinda incosistent and make the game play weird imo
  22. The diff is fine but is not really a hard diff

    The Lunatic is harder than a regular Insane so I think it's appropriate that the Hard feels more like an Insane.

Normal
  1. 00:17:822 (6,1) - antijumps in normal are really hard to read for newbies consider to use a properly space instead if not atleas stack 00:17:822 (6,1) - perfect

    Fixed the stack.

  2. 00:27:197 (2,3,1) - really hard to read for a normal diff im thiking this most hard diff than normal
  3. 00:47:822 (3) - try to do a normal shape the slider way is hard to read a curved one with fit better for a normal
  4. 00:52:744 (1,2,3,4) - I hope this is a mistake but if it is on purpose is not good for a normal a newbie cant read this spacing here :l
  5. 01:04:228 (2) - this slider shape is really confuse a newbie will break combo there or will stop with the hold to early
  6. 01:06:338 (1,2,3,4) - also im not good with multiples stack on a normal it just make the newbies get confuse thats why is recomend not use alot of stacks in easy/normal diffs
  7. 01:21:338 (2,3,4,5,6) - same as 00:52:744
  8. 01:39:853 (6,7) - why jumps on a normal also this jump is devil and don fit the song imo
  9. 01:42:197 (3,1) - the antijump fit but is not properly for a normal diff
  10. 01:47:353 (2,3) - why 2.10 jumpsin a normal this is not ok IMO try to use a properly distance instead
  11. 01:49:228 (2,3,1) - not a fan of jumps in normal this feel like a hard diff

    These are all things that aren't issues if you think of the Normal as a Hard difficulty, rather than as an actual Normal difficulty. Because of the way the spread for this map was designed, it's appropriate that the Normal is as difficult as a Hard.

  12. 00:36:338 (5,6) - Fix the spacing

    I don't think 1.20x -> 1.30x makes any difference in actual gameplay, so I'll keep it like this because it looks neater.

  13. 00:51:572 (4,5) - Fix the spacing

    Again, I don't think 1.15x is much different from 1.20x to justify destroying the structure here.

  14. 01:00:947 (4,1) - I know the gap is kinda long but try to use the properly distance better

    The gap is long like you said; I really don't think any sort of distance snapping makes a difference at all.

  15. 01:15:478 (2,3) - Fix the distance

    See above.

  16. 01:22:510 (1,3) - stack perfect

    Fixed!

  17. 01:50:400 (1) - the half of the repeat get covered by previous slider try to make the repeat more noticeable

    I personally think that having half of the repeat visible is enough. I'll see if any other modders bring this up.


    my thoughts about the diff
  18. the antijumps , stacks, big jumps rhythm and settings make this diff feel like a hard

    Since the Hard feels like an Insane, it wouldn't be good for the spread if the Normal didn't feel like a Hard. So this is actually great, I think.

Still working! Currently really busy at the moment; I'll try to finish this up as soon as possible!
Finally done orz. I'm really sorry for the delay! And thanks again for the great mod!
10nya
www :3
Takei Hisa
OMG it's so coooooooooooooooool
Osu need more 3L ;)
Bweh
Never give up
Satellite
Haai~ thanks M4M from my queue :3

[SB]
  1. you are code miss? "3-0-12" "3-0-13" "3-0-14" not use?
  2. 108994 <"ヂャンドルマジック" → "ャンドルマジック"
[General]
  1. Clear!
[10nya's Easy]
  1. 01:11:260 - I kinda want a regular add note here
  2. 01:17:822 - ^
  3. 01:20:166 (3,4,1) - 01:20:166 (3) - this slider more reverse, and adjusted along with it.
  4. 01:27:666 (1,2) - More better rhythm,follow with lyrics,like this.
[Normal]
  1. not used Inherited Points remove better ?
  2. 00:07:510 (1) - Missed finish on purpose? I think a finish fits better anyhow
  3. 00:18:760 (1) - stack is bit a danger Normal diff.
  4. 00:52:978 (2,3,4) - This spacing is really awkward. I say this because it could confuse players, it would be better to fix it please.
  5. 01:21:338 (2,3,4,5,6) - ^
  6. 01:34:463 (2) - Ctrl + G better?
  7. 01:42:900 (1) - OMG
  8. 01:47:353 (2) - overlap bit a danger. do you think ? :3
  9. 01:49:697 (3,1) - ^
[Hard]
  1. 00:33:525 (5,6,7) - Hummm... I guess use slider better lol
  2. 00:44:775 (5,6,7) - ^
  3. OMG really fun map <333
[Lunatic]
  1. really nice slider map. try OD+1 :P Nothing to Say! good job.
That's all. really nice mapset. take my star ;)
captin1

map is way better than when natsu showed me it during his mod lol, pretty nice now

curious as to why you didn't follow vocal a bit more during the last part of the kiai though, since it is the end of the map i think with all the longer 1/2 sliders it feels easier than some of the other sections. maybe try breaking up stuff like 01:45:947 (5) - and 01:49:697 (4) - into circle>slider sequences for something a bit more interesting

circles are the difficulty enhancers in maps like this, so using them wisely to control the pacing is what makes mapping double bpm so tricky

gl~
Topic Starter
11t
Thank you Satellite!
Satellite
Haai~ thanks M4M from my queue :3

[SB]
  1. you are code miss? "3-0-12" "3-0-13" "3-0-14" not use?

    (/ω\)

  2. 108994 <"ヂャンドルマジック" → "ャンドルマジック"
    (/ω\)(/ω\)(/ω\)(/ω\)(/ω\)(/ω\)(/ω\)
[General]
  1. Clear!
[Normal]
  1. not used Inherited Points remove better ?
    Yes, you're right, I was just being lazy (:3[_____]
    Fixed!


  2. 00:07:510 (1) - Missed finish on purpose? I think a finish fits better anyhow
    Um, this was totally a mistake. Thanks for catching this!

  3. 00:18:760 (1) - stack is bit a danger Normal diff.
    I think the NC makes it a bit easier to read. Also, I did want this map to be slightly harder than regular Normal difficulties. If more people mention this, I'll think about ways to change it.

  4. 00:52:978 (2,3,4) - This spacing is really awkward. I say this because it could confuse players, it would be better to fix it please.

    I really want to keep this, if possible. I think it fits the music well, and I don't think it's too confusing. It's definitely not 1/1 spacing, and if it's not 1/1 spacing, then the only possibility is 1/2 spacing, because 1/4s are just way way too fast for this map that I don't think players would even think about trying to tap 1/4s here. I actually really dislike zigzag hitcircle patterns like that (even though i use it at 01:00:244 (1,2,3,4) orz) though maybe especially because I use it at 01:00:244 (1,2,3,4) , I want to use it as little as possible!

  5. 01:21:338 (2,3,4,5,6) - ^
    See above! This one is slightly less um, sensical, but I'd still want to keep it, if that's possible.

  6. 01:34:463 (2) - Ctrl + G better?
    Yes, it would be better! This is nice, thanks for the suggestion!
    I'm sort of expecting modders to complain about the spacing here now though w

  7. 01:42:900 (1) - OMG
    Sorry, I'm crazy.
    Fixed!


  8. 01:47:353 (2) - overlap bit a danger. do you think ? :3
    It might be... I don't think it's a readability thing but maybe it just plays weirdly. I'll see if anyone else mentions this.

  9. 01:49:697 (3,1) - ^
    I like how this flows, so I want to keep it if possible!
[Hard]
  1. 00:33:525 (5,6,7) - Hummm... I guess use slider better lol
  2. 00:44:775 (5,6,7) - ^

    I'm going to keep these for now, mostly because I sorta don't like short slider repeats. If more people mention this though, I'll change it to what you have.

  3. OMG really fun map <333
    Thank you <3
[Lunatic]
  1. really nice slider map. try OD+1 :P Nothing to Say! good job.
    I think OD+1 might make the map too hard, and people would complain (even more) about the slow streams orz
    If more people suggest this though I'll change it!
That's all. really nice mapset. take my star ;)
Thank you so much for the wonderful mod and star~

captin1 wrote:

one slider break orz
( •̀ω•́ )

captin1 wrote:

map is way better than when natsu showed me it during his mod lol, pretty nice now

curious as to why you didn't follow vocal a bit more during the last part of the kiai though, since it is the end of the map i think with all the longer 1/2 sliders it feels easier than some of the other sections. maybe try breaking up stuff like 01:45:947 (5) - and 01:49:697 (4) - into circle>slider sequences for something a bit more interesting

circles are the difficulty enhancers in maps like this, so using them wisely to control the pacing is what makes mapping double bpm so tricky

gl~
So um when I was mapping this, tbh I was really just looking for an excuse to use the pattern at 01:47:353 (3,4,5) . Back then I thought that pattern was like, omg the coolest thing ever

That being said, I'm a bit afraid to seriously modify this map, because my mapping style is a lot different now, and it'd be hard to remap individual sections consistently. If I were to map this song again, I'd do things completely differently. This map is sort of in that awkward position where I know that I could probably map it better now, but at the same time there's something about the map that makes me not want to change it. It's definitely a gimmicky map, and isn't for everyone, but maybe for similar reasons it could be considered unique?

Anyway, I'll experiment a bit with the ending here when I can stop being lazy

Thanks for taking a look at the map~

Also, thank you so much for the support, Konata and Brian!
RatedNC17
Hello~

[Normal]
00:18:760 (1) - remove the finish. it doesn't really fit the music at this part.
00:45:478 (2) - this doesn't align with 3. move the slider end point about 1 grid up.
00:58:838 (2) - unappealing looking slider. i would suggest making a better looking one
01:04:228 (2) - the slider doesn't really need this bend since its at the very end of the slider. it would be better if you made a tilt slider
01:34:463 (2,3,4) - not sure if this is allowed since spacing changes drastically. normal players wouldn't really expect this. I'm not sure that changing spacing is even allowed in lower diffs. should get more opinions on this part
01:39:853 (6,7) - ^
01:41:260 (1,2) - ^
01:42:900 (1) - also pretty sure that slider velocity changes aren't allowed unless it's completely Unnoticeable but this is pretty noticeable. get more thoughts on this

Try to keep spacing consistent throughout the diff and placement is pretty messy.

[Hard]
01:19:931 (5,6) - take the whistle hitsound here. sounds misplaced here and does not coordinate with the music
01:34:931 (5,6) - ^
01:52:510 (1) - remove this. acts as an extra unneeded note.

Pretty fun :D

[Lunatic]
Omg -1 AR
other than that pretty nice insane :D
captin1
wow this would be unreadable at ar8 ._. why
Topic Starter
11t
I finally have some free time, sorry for taking so long to respond ;_;

RatedNC17
Hello~

[Normal]
00:18:760 (1) - remove the finish. it doesn't really fit the music at this part.
Okay, I changed this to a NC2 hit.

00:45:478 (2) - this doesn't align with 3. move the slider end point about 1 grid up.
I actually think I like it better like this. I've lowered the slider end instead, to make it seem more intentional.

00:58:838 (2) - unappealing looking slider. i would suggest making a better looking one
I thought this one was cool ;_;

01:04:228 (2) - the slider doesn't really need this bend since its at the very end of the slider. it would be better if you made a tilt slider
Okay, I've adjusted this one a bit.

01:34:463 (2,3,4) - not sure if this is allowed since spacing changes drastically. normal players wouldn't really expect this. I'm not sure that changing spacing is even allowed in lower diffs. should get more opinions on this part
Yes um, this was suggested by an earlier modder and I do sort of like the spacing change. I can see how it'd be an issue though. I'll get more opinions on it!

01:39:853 (6,7) - ^
01:41:260 (1,2) - ^
I don't think these are an issue, especially since this map has a pretty constant object rhythm.

01:42:900 (1) - also pretty sure that slider velocity changes aren't allowed unless it's completely Unnoticeable but this is pretty noticeable. get more thoughts on this
I plan on changing this part since I don't like it anyway. I need good ideas though orz

Try to keep spacing consistent throughout the diff and placement is pretty messy.
I'll keep that in mind!

[Hard]
01:19:931 (5,6) - take the whistle hitsound here. sounds misplaced here and does not coordinate with the music
01:34:931 (5,6) - ^
These are supposed to match the sort of um, high background vocals here. I think that they work well though maybe I'm just looking for an excuse to use the cryo triangle hitsound

01:52:510 (1) - remove this. acts as an extra unneeded note.
Eh? But it would be awkward to end the stream on a note just before the downbeat!

Pretty fun :D

[Lunatic]
Omg -1 AR
I think that this would hurt the readability of the map.

other than that pretty nice insane :D
Thank you!

Thank you for the mod!
OnosakiHito
Checked the osu difficulties. I'm not an osu mapper, but I like them! Also, it's Shibayan feat. 3L! Have to star this project. lol
Topic Starter
11t
ono <3
OnosakiHito
Haha, thank you really much for accepting my diffs!

Muzukashii 7*
Oni 8*


Download: http://puu.sh/7GuH1.7z
Like last time, I will fix the SB in the Taiko diffs.. All you would need to do, is to add the SB script seperatly into the difficulties.
Topic Starter
11t
Updated with ono's wonderful katdon!
TicClick
okay let's put it simple: you rock. However, why did you have to cut the audio?????????????????????? Seriously, this is barely a half of the song; you violently cut some cool lyrics and two minutes full of beats. Shame on you.

General
  1. The correct title would be: Lunar 11.3 Candle Magic (yeah I did some lame research here and there and found it out immediately)
  2. Your map lacks OnosakiHito in tags
[Lunatic]
  1. 00:34:463 (3) or 00:34:697 (4) - add a whistle on the tail maybe. If you like the result, don't forget to do so for the rest of the map (times when the singer says "ka-mi-sa-ma" or whatever that was)
  2. 00:35:635 (2) - it's uncomfortable to play, because right after this slider you have to move your hand in the exactly opposite direction to reach the next slider, and this is just unnatural. Please rotate the slider; example: http://puu.sh/7Pojd/de6fa7ba0e.jpg
  3. 00:44:424 (5) - try adding a little curve to make it look better: http://puu.sh/7PkGE/00519c904f.jpg
  4. 01:00:713 (3) - add a soft finish on the tail
  5. 01:26:260 - put a note here to map the sound which appears in the music right here. It sounds similar to normal-hitnormal
  6. 01:43:603 - when mapping a kiai, please don't leave unnecessary gaps. Yes, the vocals are temporarily shut down, but the beat remains, along with shiny things falling off the cursor and the epic mood. To solve the problem and not break the playing flow, add a short slider at 01:43:603: http://puu.sh/7PGyP/f638ca39d3.jpg or something like that. Do the same for 01:44:775.
  7. 01:52:392 (1) - please, do not use a slider here. You can clearly hear the downbeat at 01:52:510, which needs to be mapped. The players want to hit the key at that time (according to the music itself), not simply hold it. If you make them do it, everything is fine. But if you keep the slider, all the things you've done to emphasize the moment (storyboard, kiai flash and finish hitsound) fail to work and become useless.
[Hard]
  1. 00:33:525 (5,6,7) - ahem. Please direct it somewhere else, so people playing it could see the last note of the triplet. As of now, it's almost completely hidden by the slider's tail and the first note
  2. 00:37:275 (3) - add a clap on the tail, since it exists in the music
  3. 00:51:689 - you skipped a part of the triplet here; please map it. Something like this would be nice: http://puu.sh/7Pluf/7b8bc71a0b.jpg
  4. 01:23:095 (2) - add a slight curve to pair it with the prev. slider: http://puu.sh/7PlBj/b2405088c2.jpg
[Normal]
  1. 00:51:103 (3) - replacing it with a single note would probably be a better solution
  2. 00:52:744 (1,2,3) - halving the spacing is unnecessary and unwelcomed on lower difficulties (Easy/Normal). It is misleading; also there's only three notes and it is not worth compressing them to ease the difficulty
  3. 01:07:510 - you skipped the downbeat; try mapping it instead. Look up there for an explanation why you should do this
  4. 01:34:931 (3) - please take this jump out of the difficulty and insert something better instead. It is too big, way too sudden and also not really comfortable for playing
  5. 01:42:900 (1) - reduce SV to 1.4 or 1.5 maybe, otherwise people can easily break their combo here due to a sudden speed-up
  6. 01:52:510 - what I said about downbeat earlier
[Easy]
blabla downbeat blabla please fix. On a more serious note, I hope you re-do some sliders in the way someone playing the map could hit the keys, instead of holding them all the time. This will also cure your problem with new combos, since most, if not all of them, should be placed on downbeats (represented by big white ticks):
Sliders which start on beat 4 have a serious problem associated with them: if it’s a 1/1 slider, it will end on the downbeat. That leaves the downbeat unstressed, and can be awkward to play, especially when repeated.
Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure
  1. 00:23:447 - you can put a note here; no need to make the player wait for this long
  2. 00:38:447 ↑
  3. 00:41:260 (3) - according to the music, you want to start a new combo here and not on the next slider
  4. 01:02:822 (3) - nc please
Still a great map, nonetheless (esp. Lunatic & Hard). Keep it up!
TicClick
also, a note on kiai placement. When playing songs and modding some maps, you could notice that almost all the beatmaps have their kiai starting on the big white tick. But that's not the only thing they have in common.

I'll continue with some example taken from your beatmap. You can hear 3L singing four lines from the lyrics; they start at 00:22:510, then 00:26:260, then 00:30:010 and 00:33:760 and form together something.. uh, the correct term probably is "Strophe"; an independent part of the song which can't be split up without losing its integrity.

So yeah, kiai usually starts at the beginning of the strophe and lasts till its end. This is why the music at 01:01:885 is worth only a fountain, but not a complete or proper kiai time: it's only in the middle of the said part of the music and has nothing different from the rest of it. The same goes for 01:07:510, let it be a simple fountain.

Yes, you can keep kiai at 01:22:510, since you did make it outstanding (dat heat), and there's also a new strophe. The next one also enables you to set up a fountain at 01:37:510 and keep the rest unchanged.

Summary:
  1. 01:01:885 - only fountain
  2. 01:07:510 ↑
  3. 01:37:510 - add fountain
apply this to all the standard difficulties.
Topic Starter
11t
Wow, thanks a lot for the random mod, TicClick!

TicClick
okay let's put it simple: you rock. However, why did you have to cut the audio?????????????????????? Seriously, this is barely a half of the song; you violently cut some cool lyrics and two minutes full of beats. Shame on you.
(:3[_____]

General
  1. The correct title would be: Lunar 11.3 Candle Magic (yeah I did some lame research here and there and found it out immediately)
  2. Your map lacks OnosakiHito in tags
    Fixed both
[Lunatic]
  1. 00:34:463 (3) or 00:34:697 (4) - add a whistle on the tail maybe. If you like the result, don't forget to do so for the rest of the map (times when the singer says "ka-mi-sa-ma" or whatever that was)
    I like this, even if it doesn't really follow the music. Thanks for the suggestion!

  2. 00:35:635 (2) - it's uncomfortable to play, because right after this slider you have to move your hand in the exactly opposite direction to reach the next slider, and this is just unnatural. Please rotate the slider; example: http://puu.sh/7Pojd/de6fa7ba0e.jpg
    The player doesn't have to move at all for the repeat, so really the direction that its pointing in doesn't really affect much. I like what I have now because it fits aesthetically.

  3. 00:44:424 (5) - try adding a little curve to make it look better: http://puu.sh/7PkGE/00519c904f.jpg
    I personally don't like the curve too much, so I'll leave it as it is for now.

  4. 01:00:713 (3) - add a soft finish on the tail
    Added a drum-hitwhistle here; I think it fits better than a soft finish.

  5. 01:26:260 - put a note here to map the sound which appears in the music right here. It sounds similar to normal-hitnormal
    I think mapping this note would take away from the impact that the vocals have here.

  6. 01:43:603 - when mapping a kiai, please don't leave unnecessary gaps. Yes, the vocals are temporarily shut down, but the beat remains, along with shiny things falling off the cursor and the epic mood. To solve the problem and not break the playing flow, add a short slider at 01:43:603: http://puu.sh/7PGyP/f638ca39d3.jpg or something like that. Do the same for 01:44:775.
    Remapped this section.

  7. 01:52:392 (1) - please, do not use a slider here. You can clearly hear the downbeat at 01:52:510, which needs to be mapped. The players want to hit the key at that time (according to the music itself), not simply hold it. If you make them do it, everything is fine. But if you keep the slider, all the things you've done to emphasize the moment (storyboard, kiai flash and finish hitsound) fail to work and become useless.
    Remapped this section.
[Hard]
  1. 00:33:525 (5,6,7) - ahem. Please direct it somewhere else, so people playing it could see the last note of the triplet. As of now, it's almost completely hidden by the slider's tail and the first note
    Okay, moved the triple further out a bit.

  2. 00:37:275 (3) - add a clap on the tail, since it exists in the music
    Added!

  3. 00:51:689 - you skipped a part of the triplet here; please map it. Something like this would be nice: http://puu.sh/7Pluf/7b8bc71a0b.jpg
    I really like the pattern that I have now.

  4. 01:23:095 (2) - add a slight curve to pair it with the prev. slider: http://puu.sh/7PlBj/b2405088c2.jpg
    All of the other 1/4s here are straight, so this wouldn't fit.
[Normal]
  1. 00:51:103 (3) - replacing it with a single note would probably be a better solution
    I think it's fine as it is now.

  2. 00:52:744 (1,2,3) - halving the spacing is unnecessary and unwelcomed on lower difficulties (Easy/Normal). It is misleading; also there's only three notes and it is not worth compressing them to ease the difficulty
    I didn't compress these notes to ease the difficulty; I compressed them because I thought that it fit the music. This Normal is harder than most Normals so I think readability of this should not be an issue.

  3. 01:07:510 - you skipped the downbeat; try mapping it instead. Look up there for an explanation why you should do this
    I don't think the player has to have something to click on every downbeat; doing that makes the map too monotonous.

  4. 01:34:931 (3) - please take this jump out of the difficulty and insert something better instead. It is too big, way too sudden and also not really comfortable for playing
    Okay, Ctrl+G'd.

  5. 01:42:900 (1) - reduce SV to 1.4 or 1.5 maybe, otherwise people can easily break their combo here due to a sudden speed-up
    I'm going to think of ways to remap this, because the rhythm here is sort of awkward anyway.

  6. 01:52:510 - what I said about downbeat earlier
    A long repeat works just as well as mapping the downbeat here in my opinion.
Still a great map, nonetheless (esp. Lunatic & Hard). Keep it up!
Thank you!

As for the kiai, I changed it so that the first kiai ends at 01:07:510 . I do want to start this kiai at 01:01:885 though, since I want this section to have more lasting impact, rather than just a kiai fountain burst.
TicClick

11t wrote:

I don't think the player has to have something to click on every downbeat; doing that makes the map too monotonous.
what the hell, man. how is mapping to a music monotonous? you may want to spam some random sliders to make your map "more various", then.
Topic Starter
11t

TicClick wrote:

11t wrote:

I don't think the player has to have something to click on every downbeat; doing that makes the map too monotonous.
what the hell, man. how is mapping to a music monotonous? you may want to spam some random sliders to make your map "more various", then.
Of course, changing that one specific part to what you suggested wouldn't make the entire map monotonous. I was just saying that just because there's a downbeat here, it doesn't mean that I have to map the start of an object here. I think that a slider release can sometimes have as much impact as a slider start or a hitcircle. I personally think that the slider release works here, so I'm going to keep it.
Salvage
Great one, Shibayan <3


Do you plan on mapping some other shibayan songs? There are some amazing ones not mapped still lol, also as someone said above it's better to not cut the song halfway cause it's just amazing.
Topic Starter
11t

Salvage wrote:

There are some amazing ones not mapped still lol
Pretty much every Shibayan song still isn't mapped orz

I'm sorry I cut this one, geez! This song, like most Shibayan songs, is full of long sections of beats and at the time I didn't find the vocals before the halfway mark to be too interesting. I had no idea how I could map the intro sections without making the map repetitive and boring, so I just decided to cut everything and map only the most intense section of the song, when 3L's vocals go really crazy.

In the end, I don't think anyone would appreciate 6 minutes of 1/4 slider spam like this, haha...

I mapped this over half a year ago; now that I'm a bit more familiar with mapping, and especially after seeing maps like Nhato - Miss You by Hanzer, I now know that there are definitely ways to map the full 6 minutes of this song without being overly repetitive and boring or frustrating to play through.

Maybe one day I'll map a Marathon version.

I love Shibayan; I've always been wanting to map his other songs. Here's a list of songs I've attempted, and issues that I'm facing.
  1. R.I.N. - The last time I tried to map this, I tried to map it val-style at 2x BPM. But this sort of stops working once past the intro section, once the vocals kick in. Looking back on it now, this song is totally mappable; it's overall pretty fast-paced, and it's full of diverse rhythms. I might try again with this map sometime soon.

  2. レディメイド・シティライフ - One of my favorite songs off of Shibayan's newest album. The best thing about this song is its repetition of rhythm; the same rhythmic pattern is carried through pretty much the entire song. But this also makes it really difficult to map since the map can easily become boring and predictable.

  3. アナタガモトメルモノ - This song has a really exciting bassline and some 1/12 synths which make the beginning sections extremely mappable. I sort of ran out of ideas on how to map the first vocal sections though, so I ended up giving up. 3L really goes crazy near the end.

  4. アモリタチテカミトミユ - The guitar rhythm is totally mappable but unfortunately it also gets a bit repetitive, since it's there throughout the entire song. At the same time, it's hard to really map anything other than the guitar rhythm, since it's so strong in comparison to the vocal rhythm. If you can make it past the halfway mark of this song though, there are plenty of opportunities for diverse patterns and rhythms and such.

  5. ・-・・ --- ・・・- ・ - Another patchy arrange~ I tried to map this one similar to how I mapped Candle Magic, but it doesn't work as well here, since the backrhythms aren't as intense; the song overall feels a bit less energetic, but 3L's vocals here are just as interesting.

  6. MyonMyonMyonMyonMyonMyon! - I finished mapping a Lunatic diff for this a while back. I wanted to be as silly as possible with the myons, so the result isn't too readable on the first few tries until you get a feel for the rhythm. I ended up cutting the song to around 1:30 because outside of the vocals, nothing much really happens in the full song.

  7. MyonMyonMyonMyonMyonMyonMyon! - Absolutely amazing from 01:48:120 to 04:37:080 . The section starting at 03:04:920 is so great for SV experimentation. Unfortunately, after the guitar solo the song starts feeling somewhat repetitive in my opinion.

  8. 秋扇 - This song is completely mappable. The kiai vocals are slow but the bassline is carried through the entire song so you can sort of ride off of that rhythm if you don't want to make a slow map. I'm not sure why I gave up on this.

  9. フリフリおじょうさま - Really just there for the たんs.

  10. Desert Years - yana yanagi vocals and an engaging bassline make this song so amazing; the section starting at around 5:00 is probably the best Shibayan I've ever heard. But this song is so extremely difficult to map. It's swing rhythm so if you want to be accurate you'll have to map 1/6s. If you can do that while still keeping the patterns playable and readable, I think there's enough in this song to make one of the best maps ever made. I've tried, and I've failed; I'm not good enough of a mapper for this song yet.

  11. Fall in the Dark - The most mapped Shibayan song out there, and also the song that everyone seems to give up on after trying (at least with osu! standard). The problem is that the bassline is fast-paced, but the verse vocals are relatively slow. It's hard to keep difficulty and object speed consistent in this map, unless you just completely ignore the vocals and map only the bassline, but then the map becomes repetitive. The chorus is easier to deal with, though.
I think that the main issue with Shibayan's non-bossa nova songs in terms of mappability is that they're all in the 120-130 BPM range. Since the prime BPM range for 1/2 hitcircle jumps seems to be 160-220 BPM, Shibayan's BPMs are too slow for 1/2 hitcircle jumps, but too fast for 1/4 hitcircle jumps (if for example you treat the song as 2x BPM). So to make a challenging map, you have to rely a lot of 1/4 sliders. Streams are next to impossible to map because in most cases you have only two possibilities: a 120-130 BPM stream, or a 240-260 BPM stream; 120 BPM streams generally play awkwardly since they feel too slow and players tend to overstream, and 240 BPM streams are usually just too fast for most players.

120-130 BPM isn't unmappable though; there are many maps out there that are in that range, and are amazing. https://osu.ppy.sh/s/114488 and https://osu.ppy.sh/s/155691 come to mind. I'm just not good enough yet to be able to map like that.
OnosakiHito
I smell collaboration from now on between us.
Topic Starter
11t
such a lovely smell :3c
Salvage
What about this one?:


Clockup Flowers


You did try to map the best ones tho, but this one is also amazing, after min 5~6 it gets pretty cool as well, but yeah the mapping looks really hard not being repetitive or the issue with the streams as well :(.
Topic Starter
11t
Oh, yes, that was actually a more recent one that I tried to map, and by try to map I mean I timed it and placed like two notes :>

Like you said, Ranko's vocals get totally amazing near the end, and the intro with the timestop-like crescending synth cuts is really cool, but I agree that it's really difficult to make a map of this that isn't totally repetitive.
Kethsar
I'd take a go at mapping some of the Shibayan songs (if only I could actually map). The problem is, the songs I would like to try mapping - such as Curse Mind, Myoisia, and Ame wa Rirarira - are just too repetitive. To make good maps, they'd have to be cut, and because they're so long, the amount of the song cut could easily be over 60% of the entire song. It makes me so sad. :(
Salvage
The good thing about these songs is that it leaves space for creative styles (you can spam sliders, but you can also do amazing things without being repetitive), for example, mappers like LKs, RLC and such could do insanelly good versions of this, well you said yourself that you had an easier time mapping stuff like this after seeing HanzeR's Miss You (awesome btw), and we need more creative mapping, latelly the styles of mapping are way too similar, i'm no one to talk about this cause i don't know how to map, i just know i have more fun playing such maps lol.


EDIT: Oh god Ame wa Rirarira is so goood, i effing love shibayan
10nya

Satellite wrote:

Haai~ thanks M4M from my queue :3

[SB]
  1. you are code miss? "3-0-12" "3-0-13" "3-0-14" not use?
  2. 108994 <"ヂャンドルマジック" → "ャンドルマジック"
[General]
  1. Clear!
[10nya's Easy]
  1. 01:11:260 - I kinda want a regular add note here
  2. 01:17:822 - ^ it'll make hard for easy player to add non-stop notes
  3. 01:20:166 (3,4,1) - 01:20:166 (3) - this slider more reverse, and adjusted along with it.
    sure, remapped
  4. 01:27:666 (1,2) - More better rhythm,follow with lyrics,like this.
    same reason as first;;


That's all. really nice mapset. take my star ;)

TicClick wrote:

okay let's put it simple: you rock. However, why did you have to cut the audio?????????????????????? Seriously, this is barely a half of the song; you violently cut some cool lyrics and two minutes full of beats. Shame on you.

General
  1. The correct title would be: Lunar 11.3 Candle Magic (yeah I did some lame research here and there and found it out immediately)
  2. Your map lacks OnosakiHito in tags
[Easy]
blabla downbeat blabla please fix. On a more serious note, I hope you re-do some sliders in the way someone playing the map could hit the keys, instead of holding them all the time. This will also cure your problem with new combos, since most, if not all of them, should be placed on downbeats (represented by big white ticks):
Sliders which start on beat 4 have a serious problem associated with them: if it’s a 1/1 slider, it will end on the downbeat. That leaves the downbeat unstressed, and can be awkward to play, especially when repeated.
nah im focused on clap sound (since easy player will easy to catch the notes and rhythms)
Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure
00:23:447 - you can put a note here; no need to make the player wait for this long00:38:447 ↑00:41:260 (3) - according to the music, you want to start a new combo here and not on the next slider01:02:822 (3) - nc please [b]all fix
thank you for the mods and sorry for the late reply;;

code
osu file format v12

[General]
AudioFilename: Shibayan feat. 3L - 11.3 Candle Magic.mp3
AudioLeadIn: 0
PreviewTime: 21924
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 7510,22510,37510,52510,67510,82510,97510,112510,127510
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Lunar 11.3 Candle Magic
TitleUnicode:月齢11.3のキャンドルマジック
Artist:Shibayan feat. 3L
ArtistUnicode:Shibayan feat. 3L
Creator:11t
Version:10nya's Easy
Source:Touhou
Tags:10nya tennya OnosakiHito C79 ココロバイブレーション Heart Vibration ShibayanRecords やまざきさやか Yamazaki Sayaka ラクトガール 少女密室 Locked Girl Secret Room 東方紅魔郷 Embodiment Scarlet Devil パチュリー ノーレッジ Patchouli Knowledge
BeatmapID:322254
BeatmapSetID:122390

[Difficulty]
HPDrainRate:3
CircleSize:2
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:0.999999999999999
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//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

[TimingPoints]
5635,468.75,4,2,1,40,1,0
7510,-100,4,2,1,70,0,0
7978,-100,4,2,2,70,0,0
8213,-100,4,2,1,70,0,0
10791,-100,4,2,2,70,0,0
10908,-100,4,2,1,70,0,0
15478,-100,4,2,2,70,0,0
15595,-100,4,2,1,70,0,0
19228,-100,4,2,2,70,0,0
19345,-100,4,2,1,70,0,0
22510,-100,4,2,1,60,0,1
22627,-100,4,2,1,60,0,0
33291,-100,4,2,2,60,0,0
33408,-100,4,2,1,60,0,0
52978,-100,4,2,3,60,0,0
58603,-100,4,2,2,60,0,0
58720,-100,4,2,3,60,0,0
61885,-100,4,2,1,60,0,1
63291,-100,4,2,2,60,0,1
63525,-100,4,2,1,60,0,1
64228,-100,4,2,2,60,0,1
64345,-100,4,2,3,60,0,1
67392,-100,4,2,1,60,0,0
67510,-100,4,2,1,60,0,1
67627,-100,4,2,1,60,0,0
73135,-100,4,2,3,60,0,0
73603,-100,4,2,2,60,0,0
73720,-100,4,2,1,60,0,0
74541,-100,4,2,2,60,0,0
74658,-100,4,2,1,60,0,0
75010,-100,4,2,3,70,0,0
82510,-100,4,2,1,60,0,1
93291,-100,4,2,2,60,0,1
93408,-100,4,2,1,60,0,1
94228,-100,4,2,2,60,0,1
94345,-100,4,2,1,60,0,1
100791,-100,4,2,2,60,0,1
100908,-100,4,2,1,60,0,1
102197,-100,4,2,1,70,0,0
102900,-100,4,2,1,80,0,1
106416,-100,4,2,2,80,0,1
106533,-100,4,2,1,80,0,1
112392,-100,4,2,1,60,0,0
112510,-100,4,2,1,60,0,1
112627,-100,4,2,1,60,0,0


[Colours]
Combo1 : 163,70,255
Combo2 : 0,202,0
Combo3 : 18,124,255
Combo4 : 242,24,57
Combo5 : 255,192,0

[HitObjects]
120,288,7510,6,0,P|208:332|304:272,1,200,4|0,0:0|0:0,0:0:0:0:
384,252,8916,2,0,P|360:212|300:196,2,99.9999999999999,8|0|8,0:0|0:0|0:0,0:0:0:0:
324,332,10322,2,0,P|380:356|476:264,1,200
472,176,11728,6,0,P|448:136|440:80,1,99.9999999999999,8|0,0:0|0:0,0:0:0:0:
344,56,12666,2,0,P|304:80|248:88,1,99.9999999999999,8|0,0:0|0:0,0:0:0:0:
228,184,13603,2,0,P|252:224|260:280,1,99.9999999999999,8|0,0:0|0:0,0:0:0:0:
228,372,14541,1,8,0:0:0:0:
128,384,15010,6,0,B|112:352|144:304|144:304|64:280|48:224,1,200
44,140,16416,2,0,P|88:144|140:184,1,99.9999999999999,8|0,0:0|0:0,0:0:0:0:
228,204,17353,2,0,L|332:204,2,99.9999999999999,8|0|8,0:0|0:0|0:0,0:0:0:0:
172,120,18760,6,0,B|124:144|124:204|124:204|4:204,1,200
12,104,20166,1,8,0:0:0:0:
256,192,20635,12,4,22510,0:0:0:0:
299,163,23447,6,0,P|254:144|208:160,2,99.9999999999999,0|8|0,0:0|0:0|0:0,0:0:0:0:
312,264,24853,2,8,P|356:244|368:100,2,200
256,348,27197,1,0,0:0:0:0:
199,263,27666,2,8,P|125:203|137:108,2,200
256,180,30010,6,0,L|248:64,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
152,64,30947,2,0,P|108:76|48:64,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
24,164,31885,2,0,L|32:280,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
44,364,32822,2,0,B|96:364|124:304|124:304|120:204,1,200,0|0,0:0|0:0,0:0:0:0:
116,112,34228,5,8,0:0:0:0:
208,80,34697,2,0,P|248:68|312:88,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
256,192,35635,12,4,37510,0:0:0:0:
256,92,38447,5,0,0:0:0:0:
260,192,38916,2,0,L|308:284,2,99.9999999999999,8|0|8,0:0|0:0|0:0,0:0:0:0:
256,92,40322,2,0,P|212:104|164:160,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
108,220,41260,5,0,0:0:0:0:
24,276,41728,2,0,P|104:320|200:256,1,200,8|8,0:0|0:0,0:0:0:0:
220,176,43135,2,0,L|316:116,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
368,44,44072,2,0,P|404:100|400:140,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
364,224,45010,5,0,0:0:0:0:
388,320,45478,2,0,P|340:324|272:200,1,200,8|8,0:0|0:0,0:0:0:0:
220,124,46885,2,0,P|260:112|324:128,2,99.9999999999999,0|8|0,0:0|0:0|0:0,0:0:0:0:
128,164,48291,2,0,P|88:176|24:160,1,99.9999999999999,8|0,0:0|0:0,0:0:0:0:
84,80,49228,6,8,P|132:72|224:184,1,200
240,272,50635,2,0,L|248:376,2,99.9999999999999,0|8|0,0:0|0:0|0:0,0:0:0:0:
180,192,52041,2,0,P|208:176|276:180,1,99.9999999999999,8|4,0:0|0:0,0:0:0:0:
316,268,52978,6,8,P|284:200|348:92,2,200,8|8|8,0:0|0:0|0:0,0:0:0:0:
344,364,55322,2,0,P|392:340|416:292,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
432,204,56260,2,0,L|432:104,2,99.9999999999999,0|8|0,0:0|0:0|0:0,0:0:0:0:
504,272,57666,1,8,0:0:0:0:
432,204,58135,6,0,P|372:196|256:280,1,200,2|0,0:0|0:0,0:0:0:0:
188,336,59541,2,0,L|76:336,1,99.9999999999999,10|4,0:0|0:0,0:0:0:0:
24,260,60478,6,0,P|32:216|16:144,1,99.9999999999999,4|4,0:0|0:0,0:0:0:0:
216,108,61885,2,0,P|208:152|224:224,1,99.9999999999999,4|8,0:0|0:0,0:0:0:0:
310,266,62822,6,0,P|224:224|144:276,2,200
392,328,65166,2,0,L|500:324,1,99.9999999999999,8|2,0:0|0:0,0:0:0:0:
488,224,66103,6,0,L|380:228,1,99.9999999999999,8|0,0:0|0:0,0:0:0:0:
300,276,67041,2,0,P|288:224|308:160,1,99.9999999999999,8|4,0:0|0:0,0:0:0:0:
396,176,67978,6,8,B|320:160|296:88|296:88|224:96,2,200
488,132,70322,2,0,P|500:192|472:240,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
296,296,71728,1,8,0:0:0:0:
204,336,72197,2,0,L|88:344,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
56,256,73135,6,0,B|64:152|64:152|32:56,2,200,2|0|2,0:0|0:0|0:0,0:0:0:0:
144,300,75478,2,0,L|176:188,1,99.9999999999999,8|0,0:0|0:0,0:0:0:0:
256,152,76416,1,8,0:0:0:0:
340,203,76885,2,0,L|368:300,1,99.9999999999999,2|8,0:0|0:0,0:0:0:0:
476,132,78291,1,8,0:0:0:0:
392,80,78760,6,0,P|356:80|316:136,1,99.9999999999999,2|8,0:0|0:0,0:0:0:0:
256,204,79697,1,2,0:0:0:0:
195,125,80166,2,0,P|168:85|120:80,2,99.9999999999999,8|2|8,0:0|0:0|0:0,0:0:0:0:
160,220,81572,2,0,B|144:284|172:344|172:344|228:320|264:336,1,200,4|4,0:0|0:0,0:0:0:0:
328,280,82978,6,8,P|368:224|324:100,2,200
248,336,85322,2,0,L|149:317,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
108,228,86260,2,0,P|116:168|148:128,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
228,88,87197,1,0,0:0:0:0:
316,136,87666,6,8,P|352:156|336:308,2,200
364,48,90010,2,0,L|468:80,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
440,276,91416,1,8,0:0:0:0:
340,304,91885,2,0,L|236:272,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
224,176,92822,6,0,P|160:220|176:344,2,200,0|4|0,0:0|0:0|0:0,0:0:0:0:
312,124,95166,1,8,0:0:0:0:
412,112,95635,2,0,P|400:176|368:208,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
180,176,97041,1,8,0:0:0:0:
100,236,97510,6,0,L|124:352,1,99.9999999999999,4|8,0:0|0:0,0:0:0:0:
256,188,98916,2,0,L|256:88,2,99.9999999999999,8|0|8,0:0|0:0|0:0,0:0:0:0:
172,236,100322,2,0,P|240:280|348:216,1,200,0|4,0:0|0:0,0:0:0:0:
372,140,101728,5,4,0:0:0:0:
168,284,102900,2,0,P|108:316|20:272,1,150,4|8,0:0|0:0,0:0:0:0:
16,192,104072,2,0,L|4:76,2,99.9999999999999,0|8|0,0:0|0:0|0:0,0:0:0:0:
32,292,105478,1,8,0:0:0:0:
120,340,105947,6,0,P|172:352|308:288,1,200
324,200,107353,2,0,P|368:220|396:276,2,99.9999999999999,8|0|8,0:0|0:0|0:0,0:0:0:0:
256,124,108760,5,0,0:0:0:0:
192,200,109228,2,0,P|147:220|122:262,2,99.9999999999999,8|0|8,0:0|0:0|0:0,0:0:0:0:
288,224,110635,6,4,B|292:120|220:100|192:104|192:104|168:68,2,200
Topic Starter
11t
Updated, thank you 10nya!
Ciyus Miapah
Quick play mod by Fort

[lunatic]
Jump so thrilling, i cant even hit a sliders properly. but i like this jump, so electro!
Slider breaker http://puu.sh/8BBqM.osr

00:15:830 (4) - how about this http://puu.sh/8BBLY.jpg
00:17:353 (3,4) - i like this slider http://puu.sh/8BBND.jpg
00:19:228 (3) - just an suggestion http://puu.sh/8BC3u.jpg
00:21:103 (3,4) - i think delete reverse slider and add cicle, and stack it with slider 4
00:23:916 (6,1) - try this pattern http://puu.sh/8BClx.jpg
00:30:478 (3) - dont so sudden, change reverse slider like this http://puu.sh/8BCsa.jpg
01:08:330 (4) - i like this slider looks like this http://puu.sh/8BCTx.jpg
01:22:978 (3) - http://puu.sh/8BCZu.jpg
01:23:916 (6) - http://puu.sh/8BD0Q.jpg
01:29:424 (7) - http://puu.sh/8BD3j.jpg
01:44:306 (3) - change pattern like this http://puu.sh/8BD7B.jpg
01:48:408 (6,7) - add reverse slider in slider 6, then move slider 7 in white tick
01:50:049 (5) - i like this one http://puu.sh/8BDk4.jpg
01:52:041 (1,1,1,1,1) - i like this style http://puu.sh/8BDsv.jpg

[hard]
i like single tap XD http://puu.sh/8BE4h.osr

00:10:088 (2,3) - i like this pattern http://puu.sh/8BEbs.jpg
00:14:072 (3) - slider looks nice like this http://puu.sh/8BEfj.jpg
00:17:822 (3) - i liker this http://puu.sh/8BEiq.jpg
00:35:400 (1,2) - try this pattern http://puu.sh/8BErW.jpg
00:58:955 (4) - move this, it hard to read http://puu.sh/8BEy3.jpg
01:42:900 (1) - BANG!
01:51:572 (1,1,1,1,1,1,1,1,1) - i think this pattern so boring, try this http://puu.sh/8BENS.jpg (01:51:572 (1,2,3,4,1,1,1,1,1))

[Normal]
nothing in here just an comment
i like sliders

[10nya's easy]

00:17:353 (3,1,2) - http://puu.sh/8BF7s.jpg (circle close to spinner, easier to spin)
00:59:541 (2) - nice look like this http://puu.sh/8BFdT.jpg

i cant look other sliders, it so nice sliders at all
69653863
Mod request from my queue

Guide
Red is unrankable and must be fixed.
Pink is you should apply this to any similar notes/parts/patterns/whatever it was stated on it.
Mods with question marks (?) are only suggestion/opinion. You're free to choose whether you're going to apply it or not.

Additional notes:
I cannot mod another game modes.
Please reply to my mods, I always looking forward to the replies so I could improve better.
If you think one or more points on my mod is unclear, feel free to ask about it.

Hello!

General
  1. Storyboard
    1. Rules wrote:

      Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images), the maximum is 800x600 pixels, although 640x480 is highly preferred. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes.

      The maximum dimensions for tall or wide scrolling images are 640x1440 and 1920x480 respectively. This is for the sake of gameplay performance, image loading time, and filesize.
      Your bokeh.png, hime.png, p0.png, and p1.png is just way too big. Considering that they're not used that often, I suggest you to resize it as small as possible. I understand your concern about quality, but I believe resizing it as best as possible wouldn't hurt quality that much.
    2. Holy fuck, you managed to storyboard the lyrics letter-by-letter. I bow before you, your highness. I know this is very possible but how? Yet they're made so perfectly and smooth 0.0
    3. http://puu.sh/8CgZq.jpg unused
  2. 00:07:510 - Move title text here?
  3. That girl on the background is surely high
  4. Some parts lack proper volume for hitsounds (they're way too low)
Easy
  1. 00:23:447 (1,2) - Slightly imperfect blanket
  2. 00:24:853 (2) - Missed clap on start, repeat, and tail
  3. 00:27:666 (4) - Same here
  4. 00:35:635 (1) - Not really. I suggest to map this part instead of putting an unfitting spinner here
  5. 00:31:885 (3,4) - Too close, maybe you could try http://puu.sh/8Chge.jpg
  6. 00:45:010 (1,2) - Blanket-spacing is kinda too far on some point
  7. 00:48:291 (4,1) - Same here
  8. 00:49:228 (1) - Clap on sliderstart and tail
  9. 00:50:635 (2) - Clap on slidertail?
  10. 01:07:978 (1) - Missed clap on start, repeat, and tail
  11. 01:13:135 (1,2) - Maybe http://puu.sh/8ChEj.jpg
  12. 01:17:822 - You can't really miss a note here, you know
  13. 01:22:978 (1) - Again missed clap on start, repeat, and tail
  14. 01:27:666 (1) - Wow there's more
Normal
  1. 00:44:072 (3) - I bet a curve would work better than this forced straight slider
  2. 00:55:322 (3,1) - This is bad )-:
  3. 01:34:463 (2) - I suggest to Ctrl+G this to avoid any confusion with the next slider's placement
  4. 01:46:885 (1,2) - Bad. Not really recommendable in Normals
  5. 01:48:760 (1,2,3) - Same here, these kind of placement is best used in harder diffs
  6. 01:49:697 (3,1) - A blanket by (1) would look waaay better.
Hard
  1. Oh wow. Really? It's like 92% of the notes are arranged to the vocals, not to the music (a.k.a. rhythm). This plays REALLY weird, I feel like I was playing in air. I mean, most of the notes are placed in blue tick, and they rarely matched with music therefore you can't really add hitsounds on them. Okay maybe you could blame the singer for singing not in downbeats but still, this kind of mapping is not really advisable. Moreover, sometimes you map the vocals and sometimes you map following the music. I don't know, but I'd rather not to mod this diff. I'm sorry.
Lunatic
  1. Okay, this diff is way more playable than Hard. But still, you mapped a lot of notes offbeats (especially sliders, they had downbeats in the middle of them) Consider to map more to the rhythm next time.
  2. 00:34:931 (5,6) - This placement is just eh. What about stacking (6)'s sliderstart to 00:33:525 (7) - that'll look better
  3. 00:45:830 (3,5) - Blanket by (5) maybe?
  4. 00:54:150 (8) - I don't like this. I suggest to unstack it as it is mapped differently from the previous pattern (sliderbackings)
  5. 01:07:978 (3,4) - Blanket by (4)?
  6. 01:11:260 - Pleeeeeease add note here, please! ;_;
  7. 01:19:931 (5,6) - Less jumped, thus broken flow. Put them apart maybe?
  8. 01:26:260 - Please, add note!
  9. 01:40:205 (4,5) - No no no. Never utilize a sliderbow on a pattern in which the first slider (the bow) is longer than the second slider (the arrow). This will guarantee a very bad sliderbow.
  10. 01:52:510 (1) - This placement doesn't make any sense. Why don't you put it on x:84 y:52 (a.k.a. continuing the previous pattern placements) instead
I hope I could help. Good luck!
Topic Starter
11t
Fort
Thanks a lot for the mod, Fort! Your suggestions were really good! I couldn't change some things in Lunatic because of how the map overall was designed.

Quick play mod by Fort

[lunatic]
Jump so thrilling, i cant even hit a sliders properly. but i like this jump, so electro!
Slider breaker http://puu.sh/8BBqM.osr

00:15:830 (4) - how about this http://puu.sh/8BBLY.jpg
00:17:353 (3,4) - i like this slider http://puu.sh/8BBND.jpg
00:19:228 (3) - just an suggestion http://puu.sh/8BC3u.jpg
01:08:330 (4) - i like this slider looks like this http://puu.sh/8BCTx.jpg
01:29:424 (7) - http://puu.sh/8BD3j.jpg
I don't think that these shapes fit with the style of the map (which is mostly sharp angles and single curves)

00:21:103 (3,4) - i think delete reverse slider and add cicle, and stack it with slider 4
I like how the repeat interacts with the rhythm here, so I'll keep it for now.

00:23:916 (6,1) - try this pattern http://puu.sh/8BClx.jpg
I can't change this, because this is how the rhythm is in the entire map.

00:30:478 (3) - dont so sudden, change reverse slider like this http://puu.sh/8BCsa.jpg
I really like this suggestion and this is something that I want to change, but it conflicts with the rhythm of the rest of the map...
I think I need to remap a significant portion of this.


01:22:978 (3) - http://puu.sh/8BCZu.jpg
01:23:916 (6) - http://puu.sh/8BD0Q.jpg
I like how the straight lines looks here, so I'm keeping them.

01:44:306 (3) - change pattern like this http://puu.sh/8BD7B.jpg
The current pattern fits the vocals.

01:48:408 (6,7) - add reverse slider in slider 6, then move slider 7 in white tick
I want to keep the pause here between 7 and 1.

01:50:049 (5) - i like this one http://puu.sh/8BDk4.jpg
Yes, something like this fits better I think.

01:52:041 (1,1,1,1,1) - i like this style http://puu.sh/8BDsv.jpg
This looks great, changed!

[hard]
i like single tap XD http://puu.sh/8BE4h.osr

00:10:088 (2,3) - i like this pattern http://puu.sh/8BEbs.jpg
00:14:072 (3) - slider looks nice like this http://puu.sh/8BEfj.jpg
00:17:822 (3) - i liker this http://puu.sh/8BEiq.jpg
Remapping this section!

00:35:400 (1,2) - try this pattern http://puu.sh/8BErW.jpg
I like this pattern, but I don't have a good arrangement for it ;_;
If I get any ideas I'll change it!


00:58:955 (4) - move this, it hard to read http://puu.sh/8BEy3.jpg
Hm, no one else has mentioned this yet. I'll think about changing this if more people bring it up.

01:42:900 (1) - BANG!
01:51:572 (1,1,1,1,1,1,1,1,1) - i think this pattern so boring, try this http://puu.sh/8BENS.jpg (01:51:572 (1,2,3,4,1,1,1,1,1))
I think this might be too hard to read with the new combos. I'll consider it, though!

[Normal]
nothing in here just an comment
i like sliders
w

inverness
Hello!
Greetings, Earthling!

General
  1. Storyboard
    1. Rules wrote:

      Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images), the maximum is 800x600 pixels, although 640x480 is highly preferred. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes.

      The maximum dimensions for tall or wide scrolling images are 640x1440 and 1920x480 respectively. This is for the sake of gameplay performance, image loading time, and filesize.
      Your bokeh.png, hime.png, p0.png, and p1.png is just way too big. Considering that they're not used that often, I suggest you to resize it as small as possible. I understand your concern about quality, but I believe resizing it as best as possible wouldn't hurt quality that much.
      SB element size no longer seems to be a ranking criteria that anyone really takes word for word; lots of maps nowadays are being ranked with some pretty huge SB sprites.

      Even though the page says that "there's really no need to use anything larger [than 640x480] for full-screen purposes", the fact is that there IS a reason, and that's because if you use 640x480 with 1.0x scaling, the image will just look completely terrible because then it's scaling a 640x480 image to your screen resolution which in most cases will be something larger than 1280x768, which means that a single pixel in the image will occupy about 4 pixels of screenspace. And that just looks so bad.

      When storyboarding, I use full-resolution images scaled to something lower than 1.0x (i.e. 0.625x for ~1366x768 resolutions), in order to ensure that each pixel in the loaded sprite corresponds to only 1 pixel in screenspace.

      bokeh.png is 1000x470 and 88 KB in size, so I don't think this one is an issue at all.
      hime.png is 1459x1233 and 1.81 MB; this one might be a bit large but this image really does need to be high resolution, because there's a zoom on this sprite in the SB.
      p0.png, p1.png shouldn't even be in the folder; these are just leftover sprites that I'm not using in the SB anymore due to lag issues. I totally forgot to remove them, I guess.

    2. Holy fuck, you managed to storyboard the lyrics letter-by-letter. I bow before you, your highness. I know this is very possible but how? Yet they're made so perfectly and smooth 0.0
      I wrote a script in Photoshop that converts text into single-letter (or in this case, single-kana) images. That takes care of most of the work already; the rest is just looking up offsets, which does sort of take a while (but not any longer than using line-based lyrics), and scripting the animations, which is actually really easy as long as you aren't trying to do it in the editor or in the .osb directly.

      Storyboarding the lyrics like this lets you be more flexible, but there are some downsides. Unless your text-image generation script is really really good, or unless you're willing to adjust the each letter's positions manually, each letter will be spaced equally in the line. So you've really got no kerning, which could look weird in some cases. Also, having one image per letter does tend to increase your folder size a bit, versus having one image per line. This totally wouldn't be a problem with English lyrics though, since there are only 26 letters, so they're extremely reusable.

    3. http://puu.sh/8CgZq.jpg unused
      Oops, more leftovers! Thanks!
  2. 00:07:510 - Move title text here?
    Um... you'll have to remind me how to do this w
  3. That girl on the background is surely high
    High-res serious modo patchy images are hard to find ;_;
  4. Some parts lack proper volume for hitsounds (they're way too low)
    I think just in general the hitsounds are really lacking... it's mostly an issue with how I mapped the rhythm, skipping downbeats and such, see below.
Normal
  1. 00:44:072 (3) - I bet a curve would work better than this forced straight slider
    No room, unfortunately. You know how hard it is to change anything having to do with spacing in a Normal; one spacing change messes with your distance snapping for like the next minute of mapping orz
  2. 00:55:322 (3,1) - This is bad )-:
    Okay )-:
  3. 01:34:463 (2) - I suggest to Ctrl+G this to avoid any confusion with the next slider's placement
    Okaaaaaay.
  4. 01:46:885 (1,2) - Bad. Not really recommendable in Normals
  5. 01:48:760 (1,2,3) - Same here, these kind of placement is best used in harder diffs
    Fortunately the Hard is harder than most Hards, so I can make the Normal slightly harder too. And anyway, there's an Easy at the low end of the spectrum to balance out the spread.
  6. 01:49:697 (3,1) - A blanket by (1) would look waaay better.
    Yeah, this does sort of look weird. Rearranged a bit.
Hard
  1. Oh wow. Really? It's like 92% of the notes are arranged to the vocals, not to the music (a.k.a. rhythm). This plays REALLY weird, I feel like I was playing in air. I mean, most of the notes are placed in blue tick, and they rarely matched with music therefore you can't really add hitsounds on them. Okay maybe you could blame the singer for singing not in downbeats but still, this kind of mapping is not really advisable. Moreover, sometimes you map the vocals and sometimes you map following the music. I don't know, but I'd rather not to mod this diff. I'm sorry.
    That's okay, thanks for your comments!
Lunatic
  1. Okay, this diff is way more playable than Hard. But still, you mapped a lot of notes offbeats (especially sliders, they had downbeats in the middle of them) Consider to map more to the rhythm next time.
    I mapped this almost a year ago, and I've learned a lot since then. Mostly, from mapping this I've learned what to avoid when mapping, ahaha...

    Emphasizing the vocals with slider starts led to a lot of blue tick sliders, which in turn led to a lot of skipped downbeats, and this makes hitsounding the map actually pretty hard...

    Another thing I would do differently would be to use more stacks for the hitcircles, rather than snapping most of them at 1.0x. I think that 1.0x snapped hitcircles work for double BPM style maps if you chain them together, but single hitcircles -> slider combinations play more smoothly if they're stacked, imo.

    Anyway, I don't want to change the map too much, up to the point of remapping it, because I'd rather try and keep the style consistent with how I mapped it 7 months ago. While there are some bad practices in this map, I think that it does have a certain appeal to it, and changing things drastically would completely change how the map feels. This isn't something that I want to do at this point, even if it means significantly improving the playability of the map. I think of this map as a sort of diary entry; it's not something that I would go back and significantly change after a few months.

    But I do have confidence that the map can be ranked without drastic changes, which is why I'm working on pushing it forward. Some people do seem to be having fun playing it, and for me, I guess that's become enough of a motivator.

  2. 00:34:931 (5,6) - This placement is just eh. What about stacking (6)'s sliderstart to 00:33:525 (7) - that'll look better
    Okay, I rearranged this section a bit.
  3. 00:45:830 (3,5) - Blanket by (5) maybe?
    I spent a while debating this, but decided not to blanket. The (5,1) arrangement is more persistent during play than the (3,5) relationship, so it's more important that (5,1) looks nice rather than (3,5). IMO a blanketcurve on 5 would make the (5,1) arrangement look weirder than it is now, so I'm keeping this as is.
  4. 00:54:150 (8) - I don't like this. I suggest to unstack it as it is mapped differently from the previous pattern (sliderbackings)
    I don't like this aesthetically, but I do think that it plays well in this location. It makes a smooth transition between (7) and (1).
    ...but um yeah I don't like this aesthetically. Changed.

  5. 01:07:978 (3,4) - Blanket by (4)?
    I think this makes the arrangement look a little weird; looooooong slider blanketed by a really short repeat.
  6. 01:11:260 - Pleeeeeease add note here, please! ;_;
    c-can't be helped ;_;
  7. 01:19:931 (5,6) - Less jumped, thus broken flow. Put them apart maybe?
    I decreased the spacing between (3,4). Hopefully this helps the player ease into the decreased spacing here.
  8. 01:26:260 - Please, add note!
    ;____;
  9. 01:40:205 (4,5) - No no no. Never utilize a sliderbow on a pattern in which the first slider (the bow) is longer than the second slider (the arrow). This will guarantee a very bad sliderbow.
    Sliderbow? Oh, I see, haha
    Why is this a problem? Is it an issue with aesthetics, or playability?

  10. 01:52:510 (1) - This placement doesn't make any sense. Why don't you put it on x:84 y:52 (a.k.a. continuing the previous pattern placements) instead
I rearranged this section a bit according to Fort's suggestion.

I hope I could help. Good luck!
This was really helpful, thank you!

Thank you both so much for the mods! They really helped a lot, and even though I didn't follow some of the suggestions here because of style conflicts, they're definitely things that I'll continue to think about in my future maps.
69653863

11t wrote:

[*]01:40:205 (4,5) - No no no. Never utilize a sliderbow on a pattern in which the first slider (the bow) is longer than the second slider (the arrow). This will guarantee a very bad sliderbow.
Sliderbow? Oh, I see, haha
Why is this a problem? Is it an issue with aesthetics, or playability?
Aesthetics. As you can see, shorter second slider would usually lead to an overlapped slidertail (by the bow slider) and thus generally looks bad. It's still playable though (although in some cases where the second slider had repeats, the repeat arrow might be blocked by the overlap).
10nya
symmetries and hitsound errors are fixed, thanks for modding!

update
osu file format v12

[General]
AudioFilename: Shibayan feat. 3L - Lunar 11.3 Candle Magic.mp3
AudioLeadIn: 0
PreviewTime: 21924
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 7510,22510,37510,52510,67510,82510,97510,112510,127510
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Lunar 11.3 Candle Magic
TitleUnicode:月齢11.3のキャンドルマジック
Artist:Shibayan feat. 3L
ArtistUnicode:Shibayan feat. 3L
Creator:11t
Version:10nya's Easy
Source:Touhou
Tags:10nya tennya OnosakiHito C79 ココロバイブレーション Heart Vibration ShibayanRecords やまざきさやか Yamazaki Sayaka ラクトガール 少女密室 Locked Girl Secret Room 東方紅魔郷 Embodiment Scarlet Devil パチュリー ノーレッジ Patchouli Knowledge
BeatmapID:322254
BeatmapSetID:122390

[Difficulty]
HPDrainRate:3
CircleSize:2
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
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//Break Periods
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
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Reiji-RJ
Totally amazing! Hope to see this ranked
Good luck!
Cilvery

(*´▽`*)✧。*゚✲*

neurosis
is this ranked yet
Topic Starter
11t
I don't think that this is ready for ranking just yet!

There's so much more that can be improved in this mapset, and I don't want to push it forward for ranking unless I'm absolutely certain that I've done as much as I can.

At the very least, the storyboard needs a complete makeover, and the mapping in general is sort of half-baked and not really frosted over properly. I haven't given up, though! When I have time after I finish my requests, I'll definitely come back to this!
ilkka_old
:)
KokoroStudiox3
easy is fine :D

normal
00:28:135 (1,3) - no cover reverse arrow x.x
00:43:135 (1,3) - X.X
00:32:588 (2,3) - this is fine :D
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