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Suzuki Konomi 'n Kiba of Akiba - Watashi ga Motenai no wa Do

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Topic Starter
Jenny
This beatmap was submitted using in-game submission on Sonntag, 31. August 2014 at 21:29:30

Artist: Suzuki Konomi 'n Kiba of Akiba
Title: Watashi ga Motenai no wa Dou Kangaete mo Omaera ga Warui!
Source: Watashi ga Motenai no wa Dou Kangaete mo Omaera ga Warui!
Tags: opening watamote Silver Link happy30 RLC
BPM: 200
Filesize: 13593kb
Play Time: 01:24
Difficulties Available:
  1. Easy (1,49 stars, 72 notes)
  2. Hard (3,03 stars, 226 notes)
  3. Insane (4,92 stars, 335 notes)
  4. Normal (2,14 stars, 152 notes)
  5. Rejection (5,47 stars, 414 notes)
  6. RLC's Hard (3,57 stars, 263 notes)
Download: Suzuki Konomi 'n Kiba of Akiba - Watashi ga Motenai no wa Dou Kangaete mo Omaera ga Warui!
Download: Suzuki Konomi 'n Kiba of Akiba - Watashi ga Motenai no wa Dou Kangaete mo Omaera ga Warui! (no video)
Information: Scores/Beatmap Listing
---------------
troubles with original (long) title...
Insane is a collab with happy30, you'll notice
peppy please fix title

Aug 8th '14: It appears as though the issue is fixed - revived, renamed to original title and made minimal changes to Rejection that nobody's going to notice anyways.
winber1
hi, i suck at this game and i cannot fc

that's why you get a star
RLC
winber1
what if i mapped an easy difficulty that is actually AN OAJDFKLAJSLK;G SUPER RETARDED EXTRA DIFF!!!!!...^^&&$**!!21

rlc is that avatar a bonus prize for being an elite mapper? it's so kawaii uguu, 10/10 would bang.
RLC
that's hothe
come visit me anytime and we'll have a sexy fun time <3
Mirage
lal
SPOILER
http://puu.sh/3WQJZ.txt
Irreversible
Now i'm cool too :c

TKS
tags : TKSalt
!?
Zare
remove "watamote" from tags because it's in the title already.

kd plz
Topic Starter
Jenny

Zarerion wrote:

remove "watamote" from tags because it's in the title already.

kd plz
Leaving it there because the original title is different and way longer (actually, the title of the song is the title of the show), and as there currently is an issue that results in corrupting the .osz when your title is too long, I'm leaving it there for when the issue is resolved.
Rolling Boy
Oh God! I love this opening!! Can I make a mod? :)
quiz-chan_DELETED
OMG THIS MAP. DON'T MAKE ME DROOL ( ovo)

...and onto the serious part of this post. I was supposed to mod this.... but I really hate the song, so I am going to sum everything up in a few sentences. Or maybe even only words.

[General]
For my taste, concerning the spread of the mapset, you did good work with, but honestly: I don't get the sense of naming every super-insane diff "Rejection". I don't know if it is coherent with the song in any way, yet I think, if not, a simple "Extra" would be enough.
As for the "RLC is socially awkward" thingy: looked at subjectively, it is quite nice to know that RLC really is, but you can't get it ranked like that, IF you even plan to do that.

[Specific]
  1. I somehow noticed a slight overuse of NCs, and... "slight" is not even... 50% right. The entire mapset is Ctrl A + Q /runs
  2. Somehow creepy BG.... no really o_o
  3. Come ooon, that custom normal-hitclap again? It really went mainstream now, but oh well, just my taste. Not saying it is bad, just don't like it.
I hope that this will be sufficient, but it is not. This map is well-made, in almost any aspect (except those above, they should be considered). Good luck to you!
Topic Starter
Jenny

Quiz-chan wrote:

OMG THIS MAP. DON'T MAKE ME DROOL ( ovo)

...and onto the serious part of this post. I was supposed to mod this.... but I really hate the song, so I am going to sum everything up in a few sentences. Or maybe even only words.

[General]
For my taste, concerning the spread of the mapset, you did good work with, but honestly: I don't get the sense of naming every super-insane diff "Rejection". I don't know if it is coherent with the song in any way, yet I think, if not, a simple "Extra" would be enough. - 'Rejection' is referring to the anime, as Tomoko is consistently trying to get accepted and popular in society; also, it is a reference to http://osu.ppy.sh/s/51947 as both maps appear to be... similarly intense
As for the "RLC is socially awkward" thingy: looked at subjectively, it is quite nice to know that RLC really is, but you can't get it ranked like that, IF you even plan to do that. - thing is, having two diffs called "Hard" sucks, and this is more a "to be changed in the future"-title... if I stumble upon a proper alternative :<

[Specific]
  1. I somehow noticed a slight overuse of NCs, and... "slight" is not even... 50% right. The entire mapset is Ctrl A + Q /runs - well, I started off with the highest diffs and went downwards, putting NCs on vocal strings, strong beats and repeating soundpatterns, and as this is a fast paced song, that kinda results in many combos and, sadly, NC "spam" in the Easy :/ (feel free to PM me if you have concrete suggestions for where to remove NCs?)
  2. Somehow creepy BG.... no really o_o - ikr O_O
  3. Come ooon, that custom normal-hitclap again? It really went mainstream now, but oh well, just my taste. Not saying it is bad, just don't like it. - I didn't see that one in a while, but then again I didn't DL ranked stuff in ages .-.
I hope that this will be sufficient, but it is not. This map is well-made, in almost any aspect (except those above, they should be considered). Good luck to you!
PM me or smth for concrete NCs etc - I think that'd help o:

EDIT: kd for some combotalk in PM (and in #modhelp)

@Rolling Boy: I'll welcome any modding (unless it's absolutely stupid, of course ;v), so feel free to have a go on it!~
Zare
The heck am I doing here.

SPOILER
22:49 Jenny: zare
22:49 Jenny: du wolltest NCs checken
23:01 Jenny: Zareeee
23:01 Zarerion: gleich
23:02 Jenny: "gleich" hab ich kein internet mehr
23:03 Zarerion: still can't pass
23:03 Zarerion: bad map
23:03 Zarerion: :3
23:04 Jenny: NCs
23:09 Zarerion: ich verstehs nich
23:10 *Jenny is watching [http://osu.ppy.sh/b/159007 Katakiri Rekka - Answer [Rejection]]
23:10 Jenny: because Rejection
23:10 Jenny: fail 2 combos and you're out
23:10 Zarerion: klappe
23:11 Jenny: ich weiß nicht wie
23:11 Jenny: es passiert einfach
23:11 Jenny: ;a;
23:11 Jenny: why so offensive :<
23:11 Zarerion: ich muss das nochmal charles fragen
23:11 Zarerion: der hat mir das erklärt gehabt
23:11 Zarerion: selbst wenn man bei dir noch mehr NCs rausnimmt bleibt der drain so lächerlich
23:11 Zarerion: das kann doch nich gewollt sein
23:12 Zarerion: HP7 is normalerweise viel nettre
23:12 Zarerion: er*
23:12 Jenny: I ain't knowin' shit
23:12 Jenny: Vielleicht muss ich ja auch MEHR Combos adden
23:12 Zarerion: sicher nich
23:12 Jenny: sedfes
23:12 Jenny: naja ich benutz wenig NCs
23:12 Jenny: wenn du's mit dem normalmapper vergleichst
23:13 Zarerion: 00:55:251 (1,2,3) -
23:13 Jenny: meine combos werden gerne mal >12 lang
23:13 Zarerion: das is btw n verdammter bitchslap
23:13 Zarerion: weil shadowed und antijump
23:13 Zarerion: und
23:13 Zarerion: es istd er erste antijump in der kiai
23:13 Zarerion: DAMIT RECHNET KEINER
23:13 Zarerion: Jenny please
23:13 Zarerion: don't be mean
23:14 Jenny: do I look like I ever cared about playability :<
23:14 Zarerion: this is game
23:14 Zarerion: not art
23:14 Zarerion: this is game
23:14 Zarerion: not music visualizer
23:14 Zarerion: make game playable
23:14 Jenny: Zare
23:14 Jenny: was meinst du warum ich so viele diffs in meinen sets hab .-.
23:15 Jenny: wenn ich schon ne HARTE diff mache, dann soll's auch was für die leute geben, die sowas nich können
23:15 Jenny: nich jede diff is für jeden spieler gedacht, you know
23:15 Zarerion: Es geht doch nur daruim dass speziell diese Circle enfach unfair platziert sind
23:15 Jenny: mach ich halt CTRL-G
23:15 Zarerion: Wenn du die hier nicht shadown wpürdest
23:16 Zarerion: sondern das mit dem nächsten antijump-ding machst
23:16 Zarerion: ist das schon viel einleuchtender
23:16 Zarerion: glaub ich
23:16 Zarerion: 01:08:901 (1,2,3,4,1,2,3,4) - und diese patterns
23:16 Zarerion: weischt
23:16 Zarerion: eigtl hab ich da nix gegen
23:16 Zarerion: weil das schon irgendwie interessant is und so
23:17 Zarerion: aber der letzte circle dieser 8-er kette
23:17 Zarerion: wirft einen voll aus dem flow raus
23:17 Jenny: w8
23:17 Zarerion: um in die nächste reinzukommen
23:17 Jenny: http://osu.ppy.sh/ss/937101
23:17 Zarerion: joa
23:17 Zarerion: sieht gut aus
23:17 Jenny: 01:08:901 (1,2,3,4,1,2,3,4) - und das is genau so gedacht
23:18 Jenny: weil das genau von vorne anfängt
23:18 Jenny: also musst du immer zum start snappen
23:18 Jenny: wie es die vocals auch tun
23:18 Zarerion: :C
23:18 Zarerion: antiflow much
23:18 Jenny: und genau so soll es sein in diesem part
23:19 Jenny: \:D/
23:19 Zarerion: :C
23:19 Zarerion: mir solls egal sein
23:19 Jenny: neh
23:21 Jenny: u haz andere kritikpunkte?
23:21 Zarerion: der rest is okay
23:21 Jenny: other diffs
23:21 Zarerion: reicht das nich?
23:21 Zarerion: D:
23:21 Jenny: i require forum post
23:22 Zarerion: Waaaaaat
23:22 Jenny: ya
23:22 Zarerion: I is lezy
23:22 Jenny: Zare.
23:22 Jenny: just post log in forum.
23:23 Zarerion: du meinst jetz den bisherigen?
23:23 Jenny: ya
23:23 Jenny: außer du willst noch was hinzufügen
23:23 Zarerion: nah
23:23 Zarerion: vielleicht später
23:23 Zarerion: krieg ich halt 2 kd
23:23 Jenny: need.
23:23 Zarerion: :x

I don't need stars anyway, so take one, i guess
Topic Starter
Jenny
^some NC stuff and antijump shadowing (fixed) in Rejection
xRic3x
played hard and RLC and it was good to play ^^
TheVileOne
Easy

Very simplistic. There's lots of combo changes, but I generally don't care about combos. I don't know if BATs still care about it. The song changes rhythms quickly so I assume that's why you use shorter combos.

00:40:251 - Break shouldn't end this early.
01:13:851 (1) - I expected this to follow the arc started by the previous slider. I think you could get the arc mostly right here. What do you think?
01:16:251 (1) - I really dislike how this is offcentered just before the spinner. It would look so much better if it were placed roughly where the spinner will appear. You can achieve this by having a note here to avoid the close spacing. http://osu.ppy.sh/ss/939062

Normal

I'm surprised you mapped it so cleanly.

00:10:551 (3) - Add drum clap on the end of this slider?
00:21:951 (3,4) - Something about this that doesn't look right. I don't really know why my eyes think the sides aren't equal distances when the proportions all seem to make sense. x.x
00:34:101 (1,1) - I think you should try to space these further apart. As much as you think is reasonable without having to interfere with your patterns.
01:08:901 (1) - These sliders feel too long. I would have ended them on the second white tick and had the rest as gaps. not sure how to bridge the gap into the next transition if you do this. I would have that figured out if you change.

Rejection

Keep your spacings in check please.

00:18:951 (2,3,4) - Eh if only the song could have avoided these kind of random shape sequences. Oh well. I think it would look better if the larger slider curved more inward to resemble the smaller sliders, but this effect would certainly create a large jump between this pattern and the next one. https://osu.ppy.sh/ss/939164 <- this is what I mean. It doesn't seem to be required to maintain spacing, but if you do decide to, change the spacing for this and the next few notes to 1.3.
00:34:101 (3,4,1) - I dislike when anti jumps skip over sounds. Also please put 1 correctly on the sound which is 1/3rd. Starting not correctly on the right sound after an anti-jump is even worse. Make spacing like this http://puu.sh/46Km1.jpg It's better.
00:35:651 (2,3,4,5,6,7,8) - Such an ugly slider stream. Add some intuitive curves! http://osu.ppy.sh/ss/939187
00:40:151 (12,1,2,3,4,5) - I really don't like this. It's so awkward. If the way you've been mapping the 1/3rds wasn't bad enough. my suggestion is to not have a slider here 00:40:251 - and have one here 00:40:551 - instead. Linking sliders is less awkward than skipping over a vocal chord in a vertical 1/3rd jump that reverses flow. It will help maintain movement. As for the new doubles, you can have a slanted pattern with them. http://osu.ppy.sh/ss/939206
00:42:651 (1,2,1,2,1,2,1,2,1) - What?
00:52:101 (1) - Combo doesn't need to be this long.
00:53:751 (8,9,10) - Random and excessive spacing change here. 9,10 should be the only deviation in spacing here
00:54:951 (13,14,1) - Meh... I prefer something like this http://osu.ppy.sh/ss/939220 instead of an awkward triangle shape.
00:59:451 (1) - Same as 52 seconds.
01:22:101 (2) - Good luck with the BATs letting this slider in. The speed change doesn't make any sense.
01:22:551 (3) - New combo here. It will fit your combo patterns better.

Hard

00:12:501 (2,3) - Strange flow. Keep to 1/2th
00:15:051 - This gap does not play well. I suggest adding a repeat to 00:14:901 (1) - to kill some of the emptiness, and spacing it further away from the next sequence that you placed too close to this one. It's also more aesthetically pleasing with the previous slider. Why wouldn't you do it!
00:34:401 - Add repeat on the slider for this gap too.
00:34:851 (1) - This should be 1/3rd (starting on the bookmark) and repeating on 1/3rd. This sounds and plays so much better after the gap.
00:37:101 (4) - Probably should be 1/3rd but it felt fine where it is.
00:38:151 (2,3,1) - Has strange flow. A repeat slider covering the vocals seems to carry the best flow IMO.
00:44:901 (3,1) - spacing is larger than normal.

I have a headache. going to stop
LunarSakuya
General
- bg size should be 1366 x 768. Yours is a pixel off, slap me later

- Artist should be "Suzuki Konomi n' Kiba of Akiba". Proof is in the video: https://osu.ppy.sh/ss/940623 and you have it in artist unicode

- the kiai times of all diffs except Insane and RLC should be consistent. Simply delete the last kiai from Rejection or apply it to your other 3 diffs.


Easy
00:06:501 (1) - Finish on head would sound nice
00:15:051 (1,1) - kinda worried these are too close especially for a higher bpm song. Try this instead: https://osu.ppy.sh/ss/940640 The extension of the spinner is also a safe bonus imo
00:33:051 (1) - Ctrl + J for better contrast with 00:30:951 (2) - ? http://osu.ppy.sh/ss/940646
00:48:351 (1) - Delete NC, I didn't catch the point of these single combos
01:21:651 (1) - ^, the combo spam might confuse beginners who follow the notes numerically (idk who does actually though lol), especially with the low AR

Normal
00:13:551 (2) - Add reverse. Catching the downbeat in this case feels more natural imo
00:37:851 (1) - Try starting this back at the red tick http://osu.ppy.sh/ss/940699 (ignore note placement) It'll catch the hold of the vocals, which is more dominating in this section
00:45:951 (3,4,5) - maybe arrange them something like this to avoid breaking distance snap http://osu.ppy.sh/ss/940661
01:13:551 (1,2) - Try this rhythm instead https://osu.ppy.sh/ss/940736 (ignore note placement again lol) Having the sliders match the drumroll would be neat

Rejection
00:34:776 (1) - snap to 1/6 http://osu.ppy.sh/ss/940771
00:42:801 (2,1) - This spacing is too extreme in proportion to the rhythm i feel. Additionally the tone of the music doesnt merit this big of a jump imo. Same for the other combos after this. Consider moving these closer
00:58:701 (8) - Stack this tail on the head of (5). just an idea
01:19:851 (1) - i'm really feeling sketchy about this. Why not just end the spinner here? if you're keeping it though, NC

Hard
00:06:501 (2) - Finish on head
00:12:501 (2) - oops, extend to red tick
00:13:251 (1,1) - Highly suggest you separate these. This type of touching usually indicates a 1/2 or 1/4 rhythm. as a result, this little antijump may cause some confusion
00:30:351 (7) - Add a reverse. I see this quick 1/4 slider really inviting players to immediately go for the next note when the rhythm is actually extended more. It's a similar antijump case as the previous point
00:32:451 (1,1) - again, consider separating these
00:34:851 (1) - snap to 1/6 please http://osu.ppy.sh/ss/940804
nice

RLC is seductively awkward
00:13:251 (1) - This drumroll actually uses 1/4 and 1/6 if you hear it closely. Try this rhythm or something similar http://osu.ppy.sh/ss/940820 (1) is 1/4 and (2) is 1/6 btw

Insane
00:34:776 (1) - snap to 1/6
01:19:851 (1) - Like in Rejection, i'm really against this 1/4 right after the spinner


Pretty sweet map 8-)
i was under slight time constraints so sorry if I didn't elaborate some points enough xD feel free to pm if that happens
Good luck for the rank!!
Topic Starter
Jenny
TVO

TheVileOne wrote:

Easy

Very simplistic. There's lots of combo changes, but I generally don't care about combos. I don't know if BATs still care about it. The song changes rhythms quickly so I assume that's why you use shorter combos.

00:40:251 - Break shouldn't end this early. - changed
01:13:851 (1) - I expected this to follow the arc started by the previous slider. I think you could get the arc mostly right here. What do you think? - well, in the other diffs, I mapped this as independant parts because that's how the music goes; sorta of in stop-and-go pieces, so this was meant to break out of the previous arc's movement like this; keeping
01:16:251 (1) - I really dislike how this is offcentered just before the spinner. It would look so much better if it were placed roughly where the spinner will appear. You can achieve this by having a note here to avoid the close spacing. http://osu.ppy.sh/ss/939062 - did something and put the big slider centered

Normal

I'm surprised you mapped it so cleanly. - should I take this as a compliment or as an insult now? :v

00:10:551 (3) - Add drum clap on the end of this slider? - applied; also on all other diffs (that are mine, anyways)
00:21:951 (3,4) - Something about this that doesn't look right. I don't really know why my eyes think the sides aren't equal distances when the proportions all seem to make sense. x.x - wasn't really happy with these things anyways, so did something else that won't strike your eyes
00:34:101 (1,1) - I think you should try to space these further apart. As much as you think is reasonable without having to interfere with your patterns. - neh, I think I like it as-is, though I don't really know why, tbh .-. don't hurt me
01:08:901 (1) - These sliders feel too long. I would have ended them on the second white tick and had the rest as gaps. not sure how to bridge the gap into the next transition if you do this. I would have that figured out if you change. - replaced with moooore sliders

Rejection

Keep your spacings in check please. - I do

00:18:951 (2,3,4) - Eh if only the song could have avoided these kind of random shape sequences. Oh well. I think it would look better if the larger slider curved more inward to resemble the smaller sliders, but this effect would certainly create a large jump between this pattern and the next one. https://osu.ppy.sh/ss/939164 <- this is what I mean. It doesn't seem to be required to maintain spacing, but if you do decide to, change the spacing for this and the next few notes to 1.3. - this is not random, this is simply CTRL-G-ed; 3's end is what I was orientating with here, as these vocals form one string while having a big impact/differance between them, I though that'd be how to do it best
00:34:101 (3,4,1) - I dislike when anti jumps skip over sounds. Also please put 1 correctly on the sound which is 1/3rd. Starting not correctly on the right sound after an anti-jump is even worse. Make spacing like this http://puu.sh/46Km1.jpg It's better. - you're right, it lies on an 1/3 o: didn't notice that before; however, I will keep this "antijump", as the song really does pause here and therefore, it'd feel weird to move any much during this pause
00:35:651 (2,3,4,5,6,7,8) - Such an ugly slider stream. Add some intuitive curves! http://osu.ppy.sh/ss/939187 - UGLY?! iunno, I really find it more suiting to have stuff "squeezed" here, as the vocals really feel stop-and-go-y, that's not even meant to "flow" any majorly, because really, this is a completely different style of attitude that this part has
00:40:151 (12,1,2,3,4,5) - I really don't like this. It's so awkward. If the way you've been mapping the 1/3rds wasn't bad enough. my suggestion is to not have a slider here 00:40:251 - and have one here 00:40:551 - instead. Linking sliders is less awkward than skipping over a vocal chord in a vertical 1/3rd jump that reverses flow. It will help maintain movement. As for the new doubles, you can have a slanted pattern with them. http://osu.ppy.sh/ss/939206 - sorry but it's just how this part feels to me :I
00:42:651 (1,2,1,2,1,2,1,2,1) - What? - boom. really, iunno, I feel like these beats have A LOT of pressure behind them and this was how I felt they should be accentuated
00:52:101 (1) - Combo doesn't need to be this long. - this is one continuous vocal string and go in the music and it just won't feel nice to me when trying to add more combos here (added a new combo on 00:54:051 as it's a strong vocal... I hope that'll help a bit)
00:53:751 (8,9,10) - Random and excessive spacing change here. 9,10 should be the only deviation in spacing here - thing about this spacing is, all the "huge" spacings are not actually played as "huge" as they look in theory, because most of the time you are hitting on/after sliders, which are pretty lenient in this regard; also, there's nothing random about this as likely all jumps are form-building patterns with previous objects (for example, 6's start, 8 and 11 build a triangle, which is not really noticed in play but follows an overall structure)
00:54:951 (13,14,1) - Meh... I prefer something like this http://osu.ppy.sh/ss/939220 instead of an awkward triangle shape. - that's some pretty bad overlap :/ really, I had many tries on this and this triangle thing is what worked out best for me without screwing anything up
00:59:451 (1) - Same as 52 seconds. - did do something
01:22:101 (2) - Good luck with the BATs letting this slider in. The speed change doesn't make any sense. - the speed change is lying on the strong, long vocal change here; all of these two-object combos start on strong vocal accents, so that's what I am following here
01:22:551 (3) - New combo here. It will fit your combo patterns better.

Hard

00:12:501 (2,3) - Strange flow. Keep to 1/2th - that was meant to be on the 1/2... apparently osu! misssnapped something.
00:15:051 - This gap does not play well. I suggest adding a repeat to 00:14:901 (1) - to kill some of the emptiness, and spacing it further away from the next sequence that you placed too close to this one. It's also more aesthetically pleasing with the previous slider. Why wouldn't you do it! - added a spinner like in lower diffs; putting more objects would feel weird because there is nothing you should really accentuate here, except for the stream notes and this is... not a diff high enough for that
00:34:401 - Add repeat on the slider for this gap too. - no, that'd be overmapped, sound, look and play bad; this break is important in the song, imo.
00:34:851 (1) - This should be 1/3rd (starting on the bookmark) and repeating on 1/3rd. This sounds and plays so much better after the gap. - I hate you osu!editor, I hate you.
00:37:101 (4) - Probably should be 1/3rd but it felt fine where it is. - fixed to where it initially belonged
00:38:151 (2,3,1) - Has strange flow. A repeat slider covering the vocals seems to carry the best flow IMO. - neh, keeping as is, as I don't feel any "backtracking" would go well with the song at this point
00:44:901 (3,1) - spacing is larger than normal. - ...by 0.05x, but anyways, fixed

I have a headache. going to stop

LS

LunarSakuya wrote:

General
- bg size should be 1366 x 768. Yours is a pixel off, slap me later - /slap

- Artist should be "Suzuki Konomi n' Kiba of Akiba". Proof is in the video: https://osu.ppy.sh/ss/940623 and you have it in artist unicode - the hipster is strong with japan

- the kiai times of all diffs except Insane and RLC should be consistent. Simply delete the last kiai from Rejection or apply it to your other 3 diffs. - thought I changed that back then, anyhow, removed the flash in Rejection and Insane


Easy
00:06:501 (1) - Finish on head would sound nice - see what I forgot to do!
00:15:051 (1,1) - kinda worried these are too close especially for a higher bpm song. Try this instead: https://osu.ppy.sh/ss/940640 The extension of the spinner is also a safe bonus imo - servers are sheeting on me right now; I assume you mean extending the spinner to the slider's start? did that.
00:33:051 (1) - Ctrl + J for better contrast with 00:30:951 (2) - ? http://osu.ppy.sh/ss/940646 - i just used a mirrored version of 2!!
00:48:351 (1) - Delete NC, I didn't catch the point of these single combos - I initially took the comboing of Rejection over to the other diffs, so that's why it was a bit screwed here
01:21:651 (1) - ^, the combo spam might confuse beginners who follow the notes numerically (idk who does actually though lol), especially with the low AR - w/e, i did something about it, as I can see a bit of a string within the music here (also did so in Normal)

Normal
00:13:551 (2) - Add reverse. Catching the downbeat in this case feels more natural imo - whatever downbeat means, HUE (added reverse and put finish)
00:37:851 (1) - Try starting this back at the red tick http://osu.ppy.sh/ss/940699 (ignore note placement) It'll catch the hold of the vocals, which is more dominating in this section - yup, did do
00:45:951 (3,4,5) - maybe arrange them something like this to avoid breaking distance snap http://osu.ppy.sh/ss/940661 - yup
01:13:551 (1,2) - Try this rhythm instead https://osu.ppy.sh/ss/940736 (ignore note placement again lol) Having the sliders match the drumroll would be neat - this /ss/ appears to be shiddin me, won't open :< anyways, replaced with a slider and also changed an NC after

Rejection
00:34:776 (1) - snap to 1/6 http://osu.ppy.sh/ss/940771 - did from TVO's mod already
00:42:801 (2,1) - This spacing is too extreme in proportion to the rhythm i feel. Additionally the tone of the music doesnt merit this big of a jump imo. Same for the other combos after this. Consider moving these closer - let's say, I redesigned this a little... would like your feedback on that
00:58:701 (8) - Stack this tail on the head of (5). just an idea - just did do
01:19:851 (1) - i'm really feeling sketchy about this. Why not just end the spinner here? if you're keeping it though, NC - keeping; a spinner end wouldn't put pressure on this beat, as the player would not actively participate in playing it

Hard
00:06:501 (2) - Finish on head - yup
00:12:501 (2) - oops, extend to red tick - indeed, I hate editor snapping errors.
00:13:251 (1,1) - Highly suggest you separate these. This type of touching usually indicates a 1/2 or 1/4 rhythm. as a result, this little antijump may cause some confusion - this was meant to be 1/3, so... this is fixed because I fixed the snapping error that edit did
00:30:351 (7) - Add a reverse. I see this quick 1/4 slider really inviting players to immediately go for the next note when the rhythm is actually extended more. It's a similar antijump case as the previous point - THIS WAS AN 1/2 SLIDER WHAT ARE YOU DOING EDIT ;_;
00:32:451 (1,1) - again, consider separating these - again, I HATE EDIT ;_;
00:34:851 (1) - snap to 1/6 please http://osu.ppy.sh/ss/940804 - fixd, i suppose?
nice

RLC is seductively awkward
00:13:251 (1) - This drumroll actually uses 1/4 and 1/6 if you hear it closely. Try this rhythm or something similar http://osu.ppy.sh/ss/940820 (1) is 1/4 and (2) is 1/6 btw - changed

Insane
00:34:776 (1) - snap to 1/6 - fix'd, i suppose
01:19:851 (1) - Like in Rejection, i'm really against this 1/4 right after the spinner - well I do, for given reasons :I


Pretty sweet map 8-)
i was under slight time constraints so sorry if I didn't elaborate some points enough xD feel free to pm if that happens
Good luck for the rank!!


a bit confused on the 1/6 thing but w/e, thanks for your modding, you two o:
winber1

Rejection

  1. 00:10:851 (2) - Turn into a kickslider? It matches the drums more that way. I mean something like http://puu.sh/47D9t.jpg
  2. 00:15:951 (1) - New combo seems useless. There is no SV change and doesn't seem like there is anything big happening in the music.
  3. 00:24:501 (6) - I'd start the new combo here and remove the next combo.
  4. 00:24:876 (3) - Remove note and re-space the other two notes. This triplet has always felt a little "unfitting" to me.
  5. 00:34:776 (1) - This should be on the purple tick, not the blue one. Did you forget to put this back when you re-snapped notes or something? o3o
  6. 00:39:551 (10,11) - Feels better switched around like this http://puu.sh/47DHG.jpg (I know you want to map the snare sound at 00:39:651 - probably, so you could also consider doing this http://puu.sh/47DKW.jpg ) Currently, I feel that the slider is too long and plays "off" from the music.
  7. 00:41:351 (6,7,8) - http://puu.sh/47DXo.jpg ? to give more variety and not put in extra notes.
  8. 00:42:651 (1,2,1,2,1,2,1,2) - this has always seemed so overdone imo... but since you are the mapper you can choose to keep if you want. Technically, since even the first time I played this, I played it correctly and in subsequent tries I've SS'd this numerous times, it's playable, but in terms of "fitting" I am a little hesitant to agree with that. Here's one other possible idea http://puu.sh/47EgO.jpg -> http://puu.sh/47Ehu.jpg -> http://puu.sh/47EhX.jpg
  9. 00:51:276 - I'm actually really liking to add a note here. COnsider doing that?
  10. 00:53:901 (9) - I think putting this on top of combo 6 ( 00:53:301 (6) - ) works better. I don't think you need a jump between 00:53:751 (8,9) - , but the jump between 00:53:901 (9,10) - makes sense and is still there if you apply this.
  11. 01:02:451 (3,4,5,6) - Always has played a little awkward for me because the emphasized beats are not where the jump is. The jumps sounds like it should be between 01:02:301 (2,3) - and between 01:02:901 (6,7) - . Perhaps you might want to think of some rearrangement of this pattern to fit that?
  12. 01:18:576 (1) - silence the end of the spinner?
  13. 01:22:101 (2) - Well i read this wrong like 3 times before I started to remember the actualy rhythm.
  14. 01:24:051 (5,1) - there should be a bigger jump between these two notes imo. http://puu.sh/47EKS.jpg or something like that? It also plays better imo.

Insane

  1. 00:11:076 - add note here? D:
  2. 00:13:251 (1) - snapping should be on 1/6
  3. 00:32:751 (1) - I'd remove the new combo as there is no SV change or emphasized note here.
  4. 00:34:776 (1) - purple ticks plz ._.
  5. 00:35:651 (1) - remove combo.
  6. 00:38:451 (3) - Easier to read and fits better like this imo http://puu.sh/47F8X.jpg
  7. 00:38:951 (5,6) - Consider turning this into a slider?
  8. 00:40:551 (3) - better if you removed the repeat and added a note at 00:41:051 - imo. Having the end of that repeat slider end at 00:40:951 - is kinda awkward when nothing is playing there ._.
  9. 00:44:151 (2) - I would remove this repeat and add a note at 00:44:451 - since it's a main beat and it follows your pattern.
  10. 00:51:201 (1) - Perhaps turn into a slider? http://puu.sh/47Fkx.jpg
  11. 00:55:251 (1) - remove combo...?
  12. 00:57:201 (1) - I'd remove this combo and add it to the next note. Then move this closer to combo 5 and add a jump between 00:57:201 (1,2) - . Maybe like http://puu.sh/47FoY.jpg ?
  13. 00:59:001 (1) - I would remove this combo too tbh. It just feels weird since it's just 1 combo long lol
  14. 01:13:551 (4,1) - Man this is the most deceiving spacing everrrrrr ahhhhhhhh. A possibility it to make 01:13:551 (4) - into a 1/2 tick slider... but that might sound weird. Or u can try putting 01:13:851 (1,2,3,4) - really far away lol
  15. 01:17:151 (1,2,1,2,3,4) - Why not slowly increase the spacing to follow the music?
  16. 01:18:576 (1) - Silence spinner ends sounds better to me

RLC is a child that needs help

  1. 00:07:401 - imo you should map these spaces. It's actually really awkward to play for the first few times because the previous notes were all so flowing and consistent, and then suddenly you decide to add these spaces. After like two times, it feels more normal because i heard it like so many times. But the combination of the beginning patterns and this just don't mesh well imo. Also this is a difficulty in between insane and Hard, so you might as well just make it a little harder to fulfill it's duty better.
  2. 00:13:251 (1) - you should remove 1 repeat and add a note at 00:13:851 - If you don't it just feels awkward imo
  3. 00:20:901 - Imo you should add a note here to follow vocals
  4. 00:22:101 (1) - I don't think the new combo is necessary since it's still the same musical phrase
  5. 00:27:201 (1) - ^
  6. 00:29:301 (1) - ^
  7. 00:31:701 (1) - ^
  8. 00:32:451 (1) - same as the first suggestion
  9. 00:34:851 (3) - uhhh, use soft hitsounds or something? THis is a little too noisy. Also imo, you should map out 00:35:451 - the empty space is kinda weird to listen to.
  10. 00:46:551 (2,3) - try this? http://puu.sh/47MmL.jpg (well actually you might want to consider changing the triplet into a repeat slider, meh too lazy to reupload)
  11. 00:55:251 (3,4) - Would work better imo if you changed combo 3 into a repeat slider and added a note at 00:55:701 -
  12. 01:23:601 - add note
I feel like in general you could do something more than just space literally everything evenly. Add some jumps in kiai or something...? D: idk man. Seems a little too restricted sometimes. And it's much easier than the Insane. I don't have much to say on this, but sometimes I felt like you could do just a little more than you have. Maybe even add more hitcircles instead of spamming sliders everywhere. idk

Hard

  1. 00:03:051 - I think adding a note it better. http://puu.sh/47Mtj.jpg
  2. 00:12:501 (2) - end slider at 00:12:801 - this might be on purpose, and i know what you are doing if it is, but it just doesn't make sense in this context lol
  3. 00:24:351 (3) - http://puu.sh/47MAn.jpg
  4. 00:30:351 (7) - not 100% the meaning of this, but you're better off doing something like this http://puu.sh/47MEF.jpg
  5. 00:35:451 - add a slider here that ends at 00:35:751 - and remove 00:35:751 (1) - it's awkward to not map the main beat like this...
  6. 00:37:701 (1,2) - space closer together otherwise the spacing will be confusing.
  7. 00:57:801 (2,3) - imo these two notes will work better as a slider since the vocals is singing a held note.
  8. 01:02:751 (4,5) - maybe change into a slider and a circle. FIts the vocals slightly more here. http://puu.sh/47MVb.jpg
  9. 01:13:551 - I'd actually add a note here. Makes it easier to read and feels better to me

Normal

  1. 00:13:851 - Just do something like this... 1 measure rest here is weird http://puu.sh/47Nep.jpg or something else. I don't think you should leave this part unmapped
  2. 00:21:351 (2,3) - follow vocals more? one possible idea http://puu.sh/47N8y.jpg
  3. 00:31:551 (3,4) - http://puu.sh/47NaO.jpg try that
  4. 00:33:201 (1) - You should really unstack this imo, otherwise it makes it hard to read for less experienced players.
  5. 00:47:751 (1,2,3,1,2,3,1,2,3,4,5) - what's up with the smaller spacing? I don't think it's necessary. If anything, At least 00:49:701 (1,2,3,4,5) - should be spaced with the original distance snapping imo.
  6. 00:51:501 (5) - this should be a repeat slider imo... http://puu.sh/47Nlw.jpg
  7. 00:57:651 (1,2) - I'd rather you do something like http://puu.sh/47NqJ.jpg
  8. 01:00:051 (3,1) - Stacks like these I'm just meh about. I still feel like you should try to avoid most stacks in the easier difficulties, and espeically ones like these.
  9. 01:03:351 (3,1) - I'd rahter something like this http://puu.sh/47Nvx.jpg I'm just trying to simplify the rhytm. Having all of these different timed rests and beats is extremely difficlt to read for beginners.
  10. 01:13:551 (1,2,1,1) - I don't know what just happened to the spacing here.. but you really need to keep it consistent and sensible you might want to consider ending the slider ( 01:13:551 (1) - ) at 01:14:301 - and remove the existing note.
  11. 01:22:400 (1,1) - Still shouldn't be allowed in the easier diffs. THere are much better alternatives imo than this
Rhythm feels a little too complex here, but it's not completely unreadable or anything... Just feeling a little hesitant about having this for a normal.

Easy

  1. 00:15:051 (1) - This slider is way too short for an Easy diff. EIther chang eit into a slider or start the spinner earlier.
  2. 00:35:451 - Still an avid believer that all diffs by the same mapper should have the same parts mapped :< unless you have a special reason not to do so, which I don't see here. And no, don't give me the excuse that the rhythm is too hard :<
  3. 00:44:901 (1,2,1,2,1,1,1,2) - okay, kinda gonna be hard to read for less experienced players. YOu might have to just make the slider end land on the main beat, or use longer sliders or something.
  4. 01:01:701 - okay you definitely should not leave this as a break...
  5. 01:21:051 (1,1) - COnsider turning this into a slider
Topic Starter
Jenny
winba pls

winber1 wrote:

Rejection

  1. 00:10:851 (2) - Turn into a kickslider? It matches the drums more that way. I mean something like http://puu.sh/47D9t.jpg - that's ugly... did it better o3o
  2. 00:15:951 (1) - New combo seems useless. There is no SV change and doesn't seem like there is anything big happening in the music. - yaya
  3. 00:24:501 (6) - I'd start the new combo here and remove the next combo. - neh, the next NC is put on the guitar part which really kicks in on the white tick here
  4. 00:24:876 (3) - Remove note and re-space the other two notes. This triplet has always felt a little "unfitting" to me. - iunno, to me, it really contributes to the build-up, as it ends in a clapsound and so, that sounded like that'd be the best way to accentuate it :I
  5. 00:34:776 (1) - This should be on the purple tick, not the blue one. Did you forget to put this back when you re-snapped notes or something? o3o - 00:34:751 (1) - you're talking about that note, right? .-. that's on the purple tick already, 1/3 before 2
  6. 00:39:551 (10,11) - Feels better switched around like this http://puu.sh/47DHG.jpg (I know you want to map the snare sound at 00:39:651 - probably, so you could also consider doing this http://puu.sh/47DKW.jpg ) Currently, I feel that the slider is too long and plays "off" from the music. - oki
  7. 00:41:351 (6,7,8) - http://puu.sh/47DXo.jpg ? to give more variety and not put in extra notes. - yus, why not, changed
  8. 00:42:651 (1,2,1,2,1,2,1,2) - this has always seemed so overdone imo... but since you are the mapper you can choose to keep if you want. Technically, since even the first time I played this, I played it correctly and in subsequent tries I've SS'd this numerous times, it's playable, but in terms of "fitting" I am a little hesitant to agree with that. Here's one other possible idea http://puu.sh/47EgO.jpg -> http://puu.sh/47Ehu.jpg -> http://puu.sh/47EhX.jpg - I gave this another try; consult me on that IRC? .-.
  9. 00:51:276 - I'm actually really liking to add a note here. COnsider doing that? - ney, that's overmapped and really not my taste :I
  10. 00:53:901 (9) - I think putting this on top of combo 6 ( 00:53:301 (6) - ) works better. I don't think you need a jump between 00:53:751 (8,9) - , but the jump between 00:53:901 (9,10) - makes sense and is still there if you apply this. - yussa, makes sense, did do
  11. 01:02:451 (3,4,5,6) - Always has played a little awkward for me because the emphasized beats are not where the jump is. The jumps sounds like it should be between 01:02:301 (2,3) - and between 01:02:901 (6,7) - . Perhaps you might want to think of some rearrangement of this pattern to fit that? - yup, put a bit of work into that
  12. 01:18:576 (1) - silence the end of the spinner? - did do
  13. 01:22:101 (2) - Well i read this wrong like 3 times before I started to remember the actualy rhythm. - i wanna keep this, that's an important part right there ya
  14. 01:24:051 (5,1) - there should be a bigger jump between these two notes imo. http://puu.sh/47EKS.jpg or something like that? It also plays better imo. - did do something here

Insane

  1. 00:11:076 - add note here? D: - nou! (this isn't meant to be streamish in terms of hitsounding; i think putting it like this puts better highlights for how to play this diff, as it really is significantly easier than Rejection)
  2. 00:13:251 (1) - snapping should be on 1/6 - give me a timestamp because really, I only hear this being 1/4 and starting on white
  3. 00:32:751 (1) - I'd remove the new combo as there is no SV change or emphasized note here. - it's pairs of 3 hits each, so i'd rather keep it
  4. 00:34:776 (1) - purple ticks plz ._. - I still do not understand; listening at 25% doesn't change my mind either :/
  5. 00:35:651 (1) - remove combo. - bad happy30 putting NCs where they don't belong!!
  6. 00:38:451 (3) - Easier to read and fits better like this imo http://puu.sh/47F8X.jpg - I think it's fine as-is here, didn't see anyone misreading this either
  7. 00:38:951 (5,6) - Consider turning this into a slider? - did something, not sure whether this suits what you thought of, but I think it fits well .-.
  8. 00:40:551 (3) - better if you removed the repeat and added a note at 00:41:051 - imo. Having the end of that repeat slider end at 00:40:951 - is kinda awkward when nothing is playing there ._. - it's called reverse arrow, but did that
  9. 00:44:151 (2) - I would remove this repeat and add a note at 00:44:451 - since it's a main beat and it follows your pattern. - ja
  10. 00:51:201 (1) - Perhaps turn into a slider? http://puu.sh/47Fkx.jpg - i don't think this suits the song well here; I'm rather seing this "pause of action" as to prepare for the upcoming jumppattern
  11. 00:55:251 (1) - remove combo...? - OR SO YOU SAY (that's a yes)
  12. 00:57:201 (1) - I'd remove this combo and add it to the next note. Then move this closer to combo 5 and add a jump between 00:57:201 (1,2) - . Maybe like http://puu.sh/47FoY.jpg ? - neh, that's not a very nice jump there; did it "my way", as they say
  13. 00:59:001 (1) - I would remove this combo too tbh. It just feels weird since it's just 1 combo long lol - them accidential combo-takeovers from highest diff :<<
  14. 01:13:551 (4,1) - Man this is the most deceiving spacing everrrrrr ahhhhhhhh. A possibility it to make 01:13:551 (4) - into a 1/2 tick slider... but that might sound weird. Or u can try putting 01:13:851 (1,2,3,4) - really far away lol - I believe that's because you played Rejection for like 200 times by now ;v didn't see anyone get this wrong up to now
  15. 01:17:151 (1,2,1,2,3,4) - Why not slowly increase the spacing to follow the music? - yaya, good idea, did do
  16. 01:18:576 (1) - Silence spinner ends sounds better to me - did do aswell

Hard

  1. 00:03:051 - I think adding a note it better. http://puu.sh/47Mtj.jpg - did do
  2. 00:12:501 (2) - end slider at 00:12:801 - this might be on purpose, and i know what you are doing if it is, but it just doesn't make sense in this context lol - that's what you call editor making stupid things with beatsnaps
  3. 00:24:351 (3) - http://puu.sh/47MAn.jpg - i'm sticking to drums here
  4. 00:30:351 (7) - not 100% the meaning of this, but you're better off doing something like this http://puu.sh/47MEF.jpg - that's what you call editor making stupid things with beatsnaps
  5. 00:35:451 - add a slider here that ends at 00:35:751 - and remove 00:35:751 (1) - it's awkward to not map the main beat like this... - did do smth, but not a slider, as this is more stop-go mapped than in the higher diffs
  6. 00:37:701 (1,2) - space closer together otherwise the spacing will be confusing. - did do
  7. 00:57:801 (2,3) - imo these two notes will work better as a slider since the vocals is singing a held note. - i like it more as two circles for this diff, as it puts more emphasis on exactly these points (and a double hit just feels better, going into 4)
  8. 01:02:751 (4,5) - maybe change into a slider and a circle. FIts the vocals slightly more here. http://puu.sh/47MVb.jpg - ja.
  9. 01:13:551 - I'd actually add a note here. Makes it easier to read and feels better to me - sounds good so why not

Normal

  1. 00:13:851 - Just do something like this... 1 measure rest here is weird http://puu.sh/47Nep.jpg or something else. I don't think you should leave this part unmapped - made it a long slider and added a circle at 00:14:451 (3) -
  2. 00:21:351 (2,3) - follow vocals more? one possible idea http://puu.sh/47N8y.jpg - i'm going with the steady drumbeat for this, as the vocals are a bit too... well 'abrupt' for a low diff, so to say
  3. 00:31:551 (3,4) - http://puu.sh/47NaO.jpg try that - did something like that o3o
  4. 00:33:201 (1) - You should really unstack this imo, otherwise it makes it hard to read for less experienced players. - ja.
  5. 00:47:751 (1,2,3,1,2,3,1,2,3,4,5) - what's up with the smaller spacing? I don't think it's necessary. If anything, At least 00:49:701 (1,2,3,4,5) - should be spaced with the original distance snapping imo. - well, these sounds are quite packed and that's where there are packed 1/4 in the high diffs, so that's why; adjusted latter ones tho
  6. 00:51:501 (5) - this should be a repeat slider imo... http://puu.sh/47Nlw.jpg - okay
  7. 00:57:651 (1,2) - I'd rather you do something like http://puu.sh/47NqJ.jpg - ya
  8. 01:00:051 (3,1) - Stacks like these I'm just meh about. I still feel like you should try to avoid most stacks in the easier difficulties, and espeically ones like these. - hope you're satisfied with how it is now
  9. 01:03:351 (3,1) - I'd rahter something like this http://puu.sh/47Nvx.jpg I'm just trying to simplify the rhytm. Having all of these different timed rests and beats is extremely difficlt to read for beginners. - okay
  10. 01:13:551 (1,2,1,1) - I don't know what just happened to the spacing here.. but you really need to keep it consistent and sensible you might want to consider ending the slider ( 01:13:551 (1) - ) at 01:14:301 - and remove the existing note. - fixed that at previous mods but couldn't update due to BSS issues :<
  11. 01:22:400 (1,1) - Still shouldn't be allowed in the easier diffs. THere are much better alternatives imo than this - i hope i found a way to please you
Rhythm feels a little too complex here, but it's not completely unreadable or anything... Just feeling a little hesitant about having this for a normal.

Easy

  1. 00:15:051 (1) - This slider is way too short for an Easy diff. EIther chang eit into a slider or start the spinner earlier. - *spinner; hue, let's see whether this works out
  2. 00:35:451 - Still an avid believer that all diffs by the same mapper should have the same parts mapped :< unless you have a special reason not to do so, which I don't see here. And no, don't give me the excuse that the rhythm is too hard :< - okay, the rhythm is too hard. hurrr. no really, i can't imagine anything easy-ish on this, concrete suggestions on IRC are welcome tho
  3. 00:44:901 (1,2,1,2,1,1,1,2) - okay, kinda gonna be hard to read for less experienced players. YOu might have to just make the slider end land on the main beat, or use longer sliders or something. - merged first one into one large slider (no finish hitsound on the end, as without the double one, it'll feel odd and without hitsounds, it makes the next one feel more magnificent)
  4. 01:01:701 - okay you definitely should not leave this as a break... - would you like to have your way on IRC with me? o3o (yes, I am well aware how this sounds)
  5. 01:21:051 (1,1) - COnsider turning this into a slider - no, that'd take the whole impact on the second note away and really, that's not what I want here
RLC

winber1 wrote:

RLC is a child that needs help

  1. 00:07:401 - imo you should map these spaces. It's actually really awkward to play for the first few times because the previous notes were all so flowing and consistent, and then suddenly you decide to add these spaces. After like two times, it feels more normal because i heard it like so many times. But the combination of the beginning patterns and this just don't mesh well imo. Also this is a difficulty in between insane and Hard, so you might as well just make it a little harder to fulfill it's duty better. i tried to make this map easy though, and the 1/1 gaps in places other than the kiai help bring out the continuous flow in the kiai itself more imo
  2. 00:13:251 (1) - you should remove 1 repeat and add a note at 00:13:851 - If you don't it just feels awkward imo seems like jenny already changed this for me.
  3. 00:20:901 - Imo you should add a note here to follow vocals indeed
  4. 00:22:101 (1) - I don't think the new combo is necessary since it's still the same musical phrase ehhhhh i'd prefer to keep my combos at one measure max cuz im a fag like that
  5. 00:27:201 (1) - ^
  6. 00:29:301 (1) - ^
  7. 00:31:701 (1) - ^
  8. 00:32:451 (1) - same as the first suggestion done, to reflect how jenny did it in the first one.
  9. 00:34:851 (3) - uhhh, use soft hitsounds or something? THis is a little too noisy. Also imo, you should map out 00:35:451 - the empty space is kinda weird to listen to. reduced volume, added slider.
  10. 00:46:551 (2,3) - try this? http://puu.sh/47MmL.jpg (well actually you might want to consider changing the triplet into a repeat slider, meh too lazy to reupload) nah, i want to keep it to those vocals
  11. 00:55:251 (3,4) - Would work better imo if you changed combo 3 into a repeat slider and added a note at 00:55:701 - oakey
  12. 01:23:601 - add note to fit with the vocals, i'd rather not have a keypress here... but i have redesigned that ending a bit so that the 1/1 is a slider instead of a gap
I feel like in general you could do something more than just space literally everything evenly. Add some jumps in kiai or something...? D: idk man. Seems a little too restricted sometimes. And it's much easier than the Insane. I don't have much to say on this, but sometimes I felt like you could do just a little more than you have. Maybe even add more hitcircles instead of spamming sliders everywhere. idk idk i was really afraid of making it too hard, so i stuck to DS and used a lot of 1/1 gaps as you noticed... i had no idea that jenny was going to go and map another hard asdfjasl;dfkgjas;dlkfj this is why i try to avoid mapping lowdiffs for others)
http://puu.sh/48nJI.zip
winber1

RLC wrote:

idk i was really afraid of making it too hard, so i stuck to DS and used a lot of 1/1 gaps as you noticed... i had no idea that jenny was going to go and map another hard asdfjasl;dfkgjas;dlkfj this is why i try to avoid mapping lowdiffs for others)
i had a feeling this was the case.

it's k rlc i luv u bby

3>

nothing's wrong with the heart
10crystalmask01
Ello! :D Random mod!

[Easy]
00:08:901 (1,2) - Try making these two sliders look similar in shape, there could be a good symmetry here!
For instance, try replacing 00:08:901 (1) with 00:10:101 (2), like this:

00:11:301 (1,2) - Rotate it about 12º and move it so that they fit perfectly in between the vertical axis, so its symmetrical as well (only if you agree to my previous suggestion).
01:04:551 (4) - NC
01:10:101 (1) - Remove NC
01:12:501 (1) - ^
01:14:601 (1,1) - ^
01:23:451 (1) - ^

[Normal]
  1. Looks more like hard mode imo.
00:14:301 - Try using this:


[Rejection]
00:59:001 (4) - This position is being overused,try placing this along with 00:43:551 (1) some place else.
01:21:951 (1) - ^

[Hard]
Nothing wrong here, it looks good :)

[RLC's Hard]
  1. AR -1
    ...And that's it, lol
[Insane]
00:02:301 (2,3) - Try switching their timing spots.
00:15:051 (1,1,1,1) - Stream could go here, but that's just imo.
Sorry I'm not so good at modding Insane diffs :(

Nice map. :)
Hope this helps,and good luck for ranking~!
Nemis
Here as requested :>
[Rejection]
  1. 00:01:851 (1,2,3,4,5,6,7,8) - Just a little suggestion here. For a better flow I'd wish that you reverse 00:02:301 (3) - this and 00:03:201 (7) - this slider (CTRL+G) individually, the flow would be amazing in my opinion. Here a screenshot to see how the pattern would flow in the left side:
  2. 00:35:051 (1) - This note is not in time. Set the beat snap divisor 1/8 and then move the note on the yellow tick, or rather perfectly in the middle between 00:34:851 (2,2) - these two sliders. Check it, it sounds perfect in this position.
  3. 00:55:251 (1,2,3) - This pattern is unpredictable and really hard to read in this part of the song. 00:59:001 (1,2,3) - This one is much more acceptable, but this one it's not, aboveall because it's too far from 00:55:101 (5) - this note, and when you point at it you can't read the 1/2 pattern. Whereas when you play 00:58:701 (3,1) - this pattern it will be easier to read since you can predict the 1/2 pattern immediately while you are playing 00:58:701 (3) - this slider. So, if you really want to keep this first antijump pattern at least approach 00:55:101 (5,1) - these two notes to make it readable. 00:46:851 (1,2,3) - This one is readable.
  4. 01:08:901 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Really nice pattern! To make it more fun I'd suggest to increase the spacing of each second triangle (01:09:501 (1,2,3,4) - example) gradually to obtain the last triangle (01:13:101 (1,2,3,4) - ) bigger than 01:12:501 (1,2,3,4) - this one. I hope you understand what I have just suggested.
  5. 01:18:576 (1,1) - Hmmm no, besides the fact that it can be considered overmapped since it's clearly a double, it's really awful to play, even if the end of the spinner is silenced. A high % of players will miss this note or the whole pattern for sure to complete 01:18:576 (1) - this spinner with a high score since you haven't got the sufficient time to read 01:19:851 (1) - this note.
    Try to avoid using hitobjects directly after spinners
Really nice difficulty, I enjoyed it a lot.

[Insane]
  1. 00:07:701 (5) - What about move this slider at x:248 y:240 to keep a second triangle with 00:06:951 (2,4,5) - these element as you did before with 00:06:951 (2,3,4) - these? It would be nice to see.
  2. 00:09:951 (4) - Here is missing a clap I guess. 00:12:051 (3) - Here (end) and 00:12:951 (5) - here (head) too.
  3. 00:12:951 (5) - I'd suggest to move this slider a bit up, it's really close from 00:12:501 (4) - this one, I'd prefer to see a higher distance between them. Maybe try to move it at x:264 y:152.
  4. 00:35:051 (1) - Same as Rejection difficulty, this note is not in time. Set the beat snap divisor 1/8 and then move the note on the yellow tick, or rather perfectly in the middle between 00:34:851 (2,2) - these two sliders. Check it, it sounds perfect in this position.
  5. 00:38:451 (3,4) - This pattern is really hard to read with this low distance. Increase it a little bit, it would be a lot better to play. Try moving 00:38:951 (4) - this note at x:336 y:32.
  6. 00:39:051 (5) - Add a note here to emphasize this strong sound and set normal sampleset as you did 00:37:151 (8) - here. Then set normal sampleset on 00:40:151 (1) - this note too
  7. 00:41:051 (4,5) - Try reversing these two notes (CTRL+G), the pattern would be more fun to play with this flow. Check the screenshot below:
  8. 01:14:751 (2,3) - For a better flow reverse their position (CTRL+G).
  9. 01:24:201 (1,1) - Little suggestion: what about make a jump between these two sliders? Since there is a big SV increasing 01:24:201 (1) - here and we are at the end of the song it would be really nice to play. Try moving 01:24:501 (1) - this note at x:256 y:64, for example.
[RLC's Hard]
  1. Wow!!! I have nothing to except that 00:34:851 (3) - this slider is off in its first part. Check the Rejection/Insane difficulty and then apply what I pointed out at 00:35:051 (1) - . In addition I'd suggest to reverse 00:54:951 (2) - this slider (CTRL+G) 'cause it flows a lot better.
[Hard]
  1. 00:34:751 (1) - Same as the other difficulties, this slider off in its first part.
Nothing else. Lovely [Hard] as RLC's one!

[Normal]
  1. 01:18:501 (1,1) - This is not recommended on a normal difficulty. You should finish it earlier or at least move the first element more to the center as possible.
[Easy]
  1. Nice. I'd only say that I'd use tick rate 1 instead of 2 in this difficulty. Besides the fact that they are really to many, I don't like to see this kind of overlaps (tick-head/tail) in each slider:
Topic Starter
Jenny
Applied the majority of suggestions of Nemis, only NCs on Easy and part of the suggested rhythm change in Normal from crystalmask though.
Sorry for not adding a detailed reply like with the other mods, I'm just so tired and worn out today \;a;/
joa456
e.e q se ponga este map en rank mierda
Ulysses
I hate you Jenny,you don't ask me for GD :/
emiilycc
PRO! :DDDD!
winber1
Re-checked. Seems pretty good now.

Currently, I don't really know what's happenig with the title length problem, but I guess we'll see what happens with that.

bubbled :3
dkun
Just a note: this cannot be ranked unless the title bug is fixed.
Zare
Someone fix this Q_Q
Andrea
p/2568308

Popping this for now due to the incorrect title.

Once the title bug is fixed and you've changed it, call me back and I'll fully mod this.
Zare
Uhm, that wasn't really a reason to pop the bubble. Jenny as well as the BATs knew it couldn't be ranked like this, but well, the map itself is good to go, so they bubbled it already, waiting for the Bug fix. Taking one bubble and thus one potential rank away like that for a technical issue is kinda mean =/

In any case, I notied something in [Rejection]:
00:47:676 (3,1) - Why is this not spaced out like 00:47:976 (4,1)? I would do this in order to keep consistency and to fit the stronger Beat at that point.
Topic Starter
Jenny
^that's because it feels really awkward to change the spacing that early in the stream already - you just came out of the slider with full speed, then slow down, but then you would have to jump yet again and that really just crashes each other and feels totally meh
Callum
~
Topic Starter
Jenny
If only title length fixes
Lance
ppy pls resond.
Raging Bull
one day
Zare
9 months and counting.

better put screenshot previews on top of the screenshot in song select rather than fixing bugs that prevent cool ranks
Topic Starter
Jenny
Zzzz..
Breiz
I'm still waiting peppy ~3~
Lust
let it live
Zare
It apparently works now













yay
Stefan
pls do it for her
Irreversible
Topic Starter
Jenny
..that's creepy man














I'll take it anyways, thanks :v
Zare
oh wow irre thanks

and i sound like this is my mapset
Topic Starter
Jenny
Few spacing changes to Rejection for better accentuation (also made the big kiai-repeatpattern less pain up the booty) + improved few wavesliders in Hard.
Irreversible
alright
Ichigaki
Finally, lol
Garven
Good gods, that's an old bubble.

[General]
Since you're mapping through 00:35:451 - I recommend you use tick rate 1 for this song.

[Easy]
OD +2
00:16:851 (1) - Way too soon after a spinner for an Easy. Give about 4 beats at this BPM.
00:30:951 (2,1) - Surprised there was no tick sound magic on these two sliders.
01:21:651 (1) - Too soon after spinner blah blah
01:24:501 (1) - Remove new combo

[Normal]
OD +1 or 2
This is really high SV compared to the AR. Not too fond of it.
00:16:251 (1) - Way too soon after a spinner in a Normal. Give 2-3 beats for this BPM. The spinner itself is really short too. It's probably best to map through it.
00:33:201 (1,1,1) - New combo spam. :(
00:42:651 (1,1,1,1,1) - Don't new combo spam please.
00:47:301 (1) - etc
01:21:051 (1) - Soon after spinner

[Hard]
OD +1 or 2
00:13:851 (1,1,1) - New combo spammmmmm. Not going to mention them anymore on your maps. Get rid of 'em. They screw with hp drain and most of what I've seen they don't even really fit the musical phrasing well.
00:36:651 (4,5) - Although it's distance snapped, I'd have it slightly overlapped with the end of 4 so that it's very obvious the snap is going to be different.
I kind of wish you used more hard angles on the sliders considering the style of song.

[RLC]
OD +1 or 2
Pretty solid, though it felt too smooth for the genre.

[Insane]
OD +1 or 2
00:12:051 (3) - ctrl + g if you want to be consistent with your jumps
00:20:901 (7,1) - After all those jumps this felt way too close
00:33:501 (3,1,2) - Erm, why?
00:42:651 (1,2,1,2,1,2,1,2) - This felt a little off since the song stopped gaining in intensity, but the pattern kept going.
01:16:701 (4) - Such a drastic velocity change for not much of a change in the music.
01:21:201 (2) - And the same story here.
01:22:101 (1) - And when she's actually holding a note so a slider makes sense, it's super-slow compared to the one before it. Doesn't flow well at all.
01:24:201 (1) - And back to zoom zoom. Try listening to the music during this end section and get a better feel for it. Right now the interpretation is pretty wildly disproportionate compared to what's really going on.

[Extra]
00:14:001 (2,3) - 00:14:601 (2,3) - They're snapped wrong. Fix that. There's a lot more riddled throughout the map.
00:42:801 (2,1) - This first return really doesn't flow very well. The second iteration's jump is much smaller and flows nicely making it really unbalanced in comparison. The third has the same bad flow problem as the first, and the last one is nice. You might want to rethink this particular set of patterns.
01:05:151 (5,6) - This flows better if the 6 was positioned lower. The end is also unsnapped.
The end also has the same velocity issues that then Insane has.
Topic Starter
Jenny

Garven wrote:

Good gods, that's an old bubble.

[General]
Since you're mapping through 00:35:451 - I recommend you use tick rate 1 for this song. | I'm actually using 2 because I'm using hitsounded sliderticks in the lower diffs - while I know this causes quite a bit of "ugh-ness" in taiko converts, I want to keep it at 2 for hitsounding purposes; I will, however, lower their volume in this section to make it a bit less.. weird, for people with more audible ticks in their skins

[Easy]
OD +2 | k
00:16:851 (1) - Way too soon after a spinner for an Easy. Give about 4 beats at this BPM. | Seing as this is a rather centered slider, I think 3/1 should do in this case, so I shortened the spinner by one, having the consistent spinnerend-whistle like in the other diffs
00:30:951 (2,1) - Surprised there was no tick sound magic on these two sliders. | the only form of magic I see possible here would be quite confusing to the player because it'd be like 1/2 right after the initial click, which I'd much rather avoid on an Easy and not-climax section, so that's why I stuck to the more simple main rhythm
01:21:651 (1) - Too soon after spinner blah blah | I believe this one should feel fairly natural enough with the rhythm and momentum going into it; moved it to lead better into 2, though
01:24:501 (1) - Remove new combo | k

[Normal]
OD +1 or 2 | +1
This is really high SV compared to the AR. Not too fond of it. | increasing AR by 1
00:16:251 (1) - Way too soon after a spinner in a Normal. Give 2-3 beats for this BPM. The spinner itself is really short too. It's probably best to map through it. | don't think there's a rhythmically nice way to put this differently, so I'm kinda wanting to keep it as-is; moving the following two combos a bit more to the left, though, to have it more centered after the spin
00:33:201 (1,1,1) - New combo spam. :( | dragged the first NC to the slider before so it should look less ugh with the doublered now
00:42:651 (1,1,1,1,1) - Don't new combo spam please. | halvened combo density :v
00:47:301 (1) - etc | is do
01:21:051 (1) - Soon after spinner | this one's 3/2, and with the momentum here, I'd say it comes rather natural, so I want to keep it as-is

[Hard]
OD +1 or 2 | 6 now
00:13:851 (1,1,1) - New combo spammmmmm. Not going to mention them anymore on your maps. Get rid of 'em. They screw with hp drain and most of what I've seen they don't even really fit the musical phrasing well. | there's actually strongly seperated pairing going on here, so I'd rather keep it
00:36:651 (4,5) - Although it's distance snapped, I'd have it slightly overlapped with the end of 4 so that it's very obvious the snap is going to be different.
I kind of wish you used more hard angles on the sliders considering the style of song. | not quite an overlap now but just about no bit of air between them; should get the thingy across, I guess

[RLC]
OD +1 or 2 | OD7/8 for this kind of diff..? raaaaaaaaaaaaather not.
Pretty solid, though it felt too smooth for the genre.

[Insane]
OD +1 or 2 | you should really do something about your highOD obsession Garven (raised to 7.5, not going to push this to oblivion because it's not the peak diff)
00:12:051 (3) - ctrl + g if you want to be consistent with your jumps | true that
00:20:901 (7,1) - After all those jumps this felt way too close | why yes, it is close, but the 180° turn into the new combo gives it fairly enough snappy pressure as to keep it viable in my eyes, so I'll keep this
00:33:501 (3,1,2) - Erm, why? | I don't know anymore
00:42:651 (1,2,1,2,1,2,1,2) - This felt a little off since the song stopped gaining in intensity, but the pattern kept going. | I can see it continuing the upwards trend until 00:44:151, keeping
01:16:701 (4) - Such a drastic velocity change for not much of a change in the music. | stretched vocals without any of the previously more screaming tone to it makes this very much of a holdy section to me
01:21:201 (2) - And the same story here. | tons of instrumental pressure coming back for the finish
01:22:101 (1) - And when she's actually holding a note so a slider makes sense, it's super-slow compared to the one before it. Doesn't flow well at all. | that's a low-momentum vocal string, so I'm following, again, the "holdiness" of the whole thing, rather than a continuously strong momentum covering a wide distance
01:24:201 (1) - And back to zoom zoom. Try listening to the music during this end section and get a better feel for it. Right now the interpretation is pretty wildly disproportionate compared to what's really going on. | disagree. short-jabby end to the song, short-jabby end to the map. not much more to say in that matter.

[Extra] *Rejection
00:14:001 (2,3) - 00:14:601 (2,3) - They're snapped wrong. Fix that. There's a lot more riddled throughout the map. | how are they snapped wrong, they're exactly on the same beats as in Insane and any other diff; unless you would want me to extend the slider by 1/8 or 3/16 to get a more abrupt and guitarfollowing transition, I don't see what you mean by this.
00:42:801 (2,1) - This first return really doesn't flow very well. The second iteration's jump is much smaller and flows nicely making it really unbalanced in comparison. The third has the same bad flow problem as the first, and the last one is nice. You might want to rethink this particular set of patterns. | that's the point: the song is jabby and having a harsh impact, demanding you to focus on every repetition individually, which is best achieved by not making it too monotoneous and horridly consistent - you can see I'm following a pattern and it's evidently achieving just that, so I'm very convinced of keeping it as-is
01:05:151 (5,6) - This flows better if the 6 was positioned lower. The end is also unsnapped. | the end is not unsnapped, it's on the blue tick.. also, again, the more abrupt change emphasizes the shift from the more snappy drumpattern into the more pairy guitar strings, even more so because you don't follow the same curved string and shaping throughout both of them
The end also has the same velocity issues that then Insane has. | I have the same response for this as before :v

~ I hope you can see my points with the explanations provided and find yourself able to agree, or at least bear with them.
Zare
I'd like to add something about NC spam on lowdiffs:



^^^ That's Jenny's Hard diff lolol ^^^

Yes, it does affect the drain, but NO, this is not an issue. on low HP values with low object density it's very possible to survive through critical situations, or in my above example, through constant misses and accuracy-fucks and sliderbreaks even with a lot of NCs. Whether they make sense musically is another story, but they're technically not really a problem, youc an still get ridiculously bad scores with it.
Akiyama Mizuki
Rerank this already meh
Garven
I haven't rechecked, but the pop was over the notes too soon after spinners, so give more recovery time. Those are non-negotiable.
Zare
In Easy:

01:21:651 (1) - just delete this as a compromise, very similarly to what you did at 00:16:251 -

In Normal:

00:15:051 (1) - this one's too short for a [Normal] spinner anyway. Just map it using hitobjects


edit: nvm these I guess

01:18:501 (1) - I'd shorten this to 01:20:001 - where the musical phrase starts still makes sense and gives a lot of room for players
Garven
Lookin' better.

[Normal]
Since you bumped AR up one, bump OD up another accordingly.
01:21:051 (1) - Still too soon after a spinner. The most natural spot to end would be at 01:19:851 - (would also fit better for the Easy compared to where it's currently ending so you can start mapping again when the band comes back in)

[Hard]
00:13:851 (1,1,1) - These are all part of the same musical phrase. I don't see how they are "pairing." The way you're mapping each combo at about a measure each, it'd make more sense to remove the new combo at 00:13:251 (1) - and at 00:14:301 (1) - (and 00:15:201 (1) - if you're being really anal about it)
00:36:651 (4,5) - Looks good, thanks

[RLC]
Still needs that bump up in OD.

[Insane]
00:16:251 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - ALL of these are back and forth jumps. Suddenly breaking that at 00:20:901 (7,1) - broke your flow.
01:16:251 (1,2,3,4,1,2,1,2,3,4) - I'd rather you made it similar to this pattern 00:42:651 (1,2,1,2,1,2,1,2) - considering the intensity is much more obvious in this section. Maybe starting slow and building up back to normal speed. Keeping it all at not-moving speed doesn't make sense musically and the tiny distance snap increments currently don't really represent it well.
01:21:201 (2) - I'm not feeling this "pressure" you're speaking of. Especially after the big rise from before - all of the power is in the first two notes with わた. After that, there's nothing. A slider doesn't fit here in the first place - two circles would represent this best. But having it as a faster than the normal established speed AND as a slider just doesn't fit at all.
01:22:101 (1) - Though it does fit with your previous explanations, compared with the slider before it, it just plays poorly. I think adjusting this to the highest point of however you increased the previous pattern (if you do) would work well.
01:24:201 (1) - And this is the same as the other fast slider. It works better as a circle, not a slider for the same reasons stated above.

[Extra]
00:14:001 (2,2) - The ends should be snapped on the white tick. There's nothing on the blue ticks. There's a lot like this that don't really fit the song.
00:42:801 (2,1) - I still think having more of a progressive increase would work much better since this works the same as what you did in the Insane at the same point
01:05:301 (6) - The blue tick is unsnapped as there's nothing in the music there. Actually, Instead of moving it down like I originally suggested, from your explanation I think having the motion work when you ctrl + g it fits the flow from before then. You'll have that opposite of the anticipated flow action continued from the circle honeycombish patterns.
And if you make adjustments to the weird SV changes in the Insane, apply them here too.
Garven
I'll reply when I get a chance. Just posting this here for the history. I'm still not happy with the ridiculous speed changes at the end of Insane and Extra. I'll probably call for a compromise.

2014-08-19 18:23 Jenny: I put an update for the lower diffs; shortened the spin in Normal, using decimal AR/OD for RLC's diff now because it doesn't feel quite "Insane"-y enough for AR8OD7 to me
2014-08-19 18:23 Jenny: also OD7.5 for Insane
2014-08-19 18:24 Jenny: eh, AR7.5 for RLC's hard* still OD7
2014-08-19 18:25 Jenny: *as an off-the-side update ping
2014-08-19 18:55 Garven: Alright
2014-08-19 18:56 Garven: So is it ready for rechecking? Or that just a quick update thus-far?
2014-08-19 18:56 Jenny: I kinda want to stick to the highdiff stuff still
2014-08-19 18:57 Garven: Meh. I still don't feel it at all. Do you at least get where I'm coming from?
2014-08-19 18:57 Jenny: 00:20:901 (7,1) - on Insane, because this is a collabed diff, this is a section change between the vocalists, which is why the way of mapping is also changing here
2014-08-19 18:57 Garven: Well, I'm not set up for modding atm so I'll check those when I can
2014-08-19 18:57 Jenny: 01:16:251 (1,2,3,4,1,2,1,2,3,4) - I can see what you mean about this one when comparing it to the previous (00:42:651 (1,2,1,2,1,2,1,2) - ) but..
2014-08-19 18:58 Jenny: at this point, it's more like.. not an actual huge change in pressure each time, it's not really speedy
2014-08-19 18:58 Jenny: it's more like it gets more focussed and pinned on the vocals, I would say?
2014-08-19 18:59 Jenny: which is what I find the slider-to-circle angles I have there do quite well because you have this active snap and switch of the flowlines there
2014-08-19 18:59 Jenny: like every combo has it's own curve and you snap and switch between them on the strongly put verses
2014-08-19 18:59 Jenny: you can check back on this whenever, doesn't really have to be now, I'll just use the chance to write it down
2014-08-19 19:01 Jenny: 01:22:101 (1) - this one, I could see work if I ctrl-G'd it because you'd have the more jumpy initiation since, well, the vocal it starts on is kind of.. sticking out? then again, that also makes this part a fair bit harder yet again and would make the next transition kinda awkward
2014-08-19 19:02 Jenny: and I kinda want the more holdy aspect there, since it also forces more attention to the change in pace which goes with the vocal
2014-08-19 19:03 Jenny: 01:24:201 (1) - the ending slider, from a sheer "a slider should end on a sound" point, doesn't make much sense, yes - but well, I don't use sliders as "one click two hitsounds" objects most of the time (if anything, I'd utilize the latter part on more jabby transitions with them ending 1/4 before the other object, like in Rejection)
2014-08-19 19:05 Jenny: so here it's functioning as an accelerated guided playing path (plus, holding the key down during the sliderpath contributes to the whole ending snap for me- like, you see the next object, you hear the vocals, you know there's a last finishing beat incoming and you hold the one you are currently at for the ending snap)
2014-08-19 19:06 Jenny: 00:14:001 (2,2) - @Rejection: pretty much what I just elaborated on, it's for the jabby-snapping transitions here, and I did lower the volume of the slider's ends (might actually take it down by another 10-15% or so)
2014-08-19 19:07 Jenny: though in this case, the guitar is rather lasting aswell, so I wanted to keep the previous string's momentum for as long as possible each time, because, well, that gives the snappy tone and play to it that I find very much dominant in the song
Garven
Cleaned up a few minor things along with the speed changes at the end of Insane and Extra, AR slightly tweaked in RLC's Hard.

I dunno what to follow up with Irrerererere's bubble image, so here's... something I guess.
DakeDekaane
Remove (TV Size) from the title!

@Normal:
01:08:901 (1,2,1,2,1,2,1,2) - Shouldn't this be better being al 1/1 sliders? They'd compliment the vocals better.

Might come back later with some more suggestions if no one else will be checking this.
Zare
shush, Dake
I'm going to take this. Because I'm being forced to. hi Irre


General



  1. Not much to say here, however I'm a little bit concerned about the gap between both Hard diffs and the Insane. You might want to boost RLC's diff or nerf Insane a tad to close that gap a little
  2. Also, I'm not sure about the snapping at the 00:35:451 part, so I'd like to ask for confirmation here.

Easy



  1. 00:13:851 (1) - you could have the spinner start a beat earlier to make it a bit longer and easier to clear for new players. Sure, it doesn't start on the strong drums then, but a spinnerstart is such an inactive-impactless thing anyway, it doesn't really matter as long as the buildup is conveyed properly
  2. 00:21:051 (1,2,3) - suggesting a different rhythm because that 3/2 gap might be hard to catch for beginners:
  3. 00:42:651 (1,2) - for this you could go with a rhythm like that:
  4. 00:48:051 - add a circle
  5. 00:48:651 (1) - remove NC
  6. 00:57:351 - try a reversed 3/2 slider here
  7. 01:02:151 (1,2,3,1,2) - this whole part feels extremely awkward, try a rhythm like this:
  8. 01:08:001 (1) - remove NC
  9. 01:18:501 (1) - i think it'd be fine if you let this one end on 01:20:601 -

Normal


  1. AR6 might be a tick too fast for Normal, consider reducing by 1 or maybe even only 0.5
  2. 00:03:651 (1) - RNC
  3. 00:06:351 (1,2,3) - instead of having these unfitting short 1/2 sliders, can't you like do this vvv that would also help with the NCing. I'm suggesting these kinds of rhythm for the whole intro part because it's using these sliders repeatedly
  4. 00:13:851 (1) - I would still suggest to map this slider using hitobjects.
  5. 00:16:851 (2,4) - feel a bit clunky, make them slightly less curved for better visuals
  6. 00:18:051 (4,2) - additionally you might want to arrange the pattern so that you get a blanket here
  7. 00:21:951 (3,4,5) - feels completely off, change this in whatever way you want, but make sure to get the emphasis on the vocals on the red tick.
  8. 00:23:751 (1) - same as with the 1/2 sliders in the beginning
  9. 00:39:051 (3,1) - feels rather crunched together.. You should get the whole pattern a bit the right so you have a little more space to raise the ds on this one, this feels a little too close
  10. 00:39:551 (1) - RNC
  11. 00:47:301 (6) - move up a bit, the """ flow """ from 5-6 isn't really cool rn
  12. 00:55:251 (3) - lengthen this by 1/2, then 00:55:851 (1) - remove this reverse arrow and add a circle at 00:56:601 - then ??? then profit aka fitting vocals

Hard


  1. 00:06:051 (1) - remove NC lol
  2. 00:24:501 - add a circle -> vocals
  3. 00:24:651 (1,2) - remove and put a slider on the vocals on the red tick
  4. 00:32:451 (1,1,1,2,1) - you have the NCs here but not 00:13:851 (1,2,3) - here. remove them for consistency reasons
  5. 00:41:351 (1) - tbh this NC isn't really needed, it's still the woman singing, so there's no seperation needed here
  6. 00:55:401 (4) - you might want to get this out of the shadow of 00:54:501 (3), I can imagine this being a tricky read on the first play of Hard players
  7. 01:08:901 (1,1,1,1,1,1,1,1) - as I said, the NC don't really cause drain problems, but still, these are really a lot in a row. Remove every second one, that way you have a NC every time the cycle of guy-girl-singing restarts

RLC's Hard


  1. raising the spacing at some intense beats such as 00:53:301 (1) - or 00:54:951 (2) - or w/e would be beneficial for the spread, so consider doing that at some places
  2. 00:05:601 (1) - RNC
  3. 00:24:951 (2) - replace this with circles, that way the vocals on the next 2 sliders are more emphasized
  4. 00:36:051 (1) - RNC

Insane


  • 00:02:751 (3) - spacing seems a little high here, but it's right at the beginning so one or 2 retries won't hurt anyone i guess
  1. 00:15:051 (1,1,1,1) - too many NCs, deleting the second and fourth one would emphasize the change in vocal tone, so do that
  2. 00:21:801 (4) - this lands on a rather strong beat, I'd rather see an object there, and also have a NC on said object
  3. 00:23:151 (8) - ^ same thing but more important
  4. 00:35:038 (1) - don't feel like this NC is necessary
  5. 00:43:551 (1,2,1,2) - This Insane diff is really hard compared to the Hard diff and it's mostly because of patterns like this. In this case, the tone , or pitch, is different for these 2 jumppatterns as opposed to 00:42:651 (1,2,1,2). I suggest to make this easier and more fitting at the same time by deleting these, then copying 00:42:651 (1,2,1,2) and flipping them, you'd then end up with something like that:
    Would obviously requir readjusting but this is kind of imprtant to tone down the pattern a bit.
  6. 00:47:301 (1,2,3,4,5,6,7,8,9,10,11,12,13) - Urgh. I believe this also a reason for the big star rating, this is the only stream of such length in the whole diff and I feel like it should really be shortened. What's even more annyoing is that it starts on a slidertail which always screws with getting into streams correctly because you don't actively press the first beat. Well, that's how i feel at least. (You have Rejection as diff that can carry the streams and super-jumps, so no need to kill players or they high-acc plays here)

    To put it into perspective: The first kiai part is like, waaay easier than these jumps or the stream imo, that doesn't make too much sense.
  7. 01:11:301 (1) - make this 2.70 spacing instead of 2.80 to fit with the other patterns
  8. 01:20:301 (1,1) - RNCs


Mod on Rejection will be done tomorrow. It's 3 am and meeh.
jesse1412
[Rejection]

00:32:451 (1,2) - This isn't too hard in itself but I dislike that you expect the player to follow 1/3 rhythm after 1 slider, I'd remove the note and make this a reverse slider.
00:33:051 (1,2) - Increase spacing to make this a clear 1/2 jump.
00:35:451 (1,2) - This needs to be a jump of some sorts. It's weird to read as it is.
00:36:951 (7,8) - Space more please. At the moment this section just seems so wishy-washy to follow. I can't understand the beat properly it's really weird.
00:38:151 (3,4) - ^
00:38:751 (6,7) - ^
00:39:351 (9,10) - ^
00:41:151 (5,6) - ^
00:44:751 (4,5) - Increase spacing here, currently reads like a spaced stream thanks to the previous 1/4 jumps imo. Alternatively reduce the spacing on 00:44:451 (1,2,3,4)
01:14:901 (3) - Move this note further upwards, it's very awkward right now.
01:08:901 (1,2,3,4,1,2,3,4) - If you were feeling generous then move every repeat left more (as in move this as pattern 01:10:101 (1,2,3,4,1,2,3,4) left and this even further 01:11:301 (1,2,3,4,1,2,3,4) etc... )
01:24:201 (1) - Aim this slider further down (more towards 01:24:501 (1) ). At the moment it's very easy to 100 it because it's so fast and in an inconvenient direction.
Topic Starter
Jenny
Few little changes about Rejection (00:35:451 -, 00:44:751 -), mostly everything changed from Zare's stuff unless stated otherwise

Easy: Anything but 00:57:351 - + 01:18:501 -
Hard: 00:24:651 - no
00:55:401 - not a concern with new default
RLC: 00:24:951 (2) - same as 00.24:651 - @Hard
Insane: 00:45:801 (4) - https://osu.ppy.sh/ss/1969031

Also, removed (TV Size) from title after talking back to KSHR:

Zare
Let's take a last look at Rejection then, don't kd this post as it's part of the previous mod

  1. AR+ 0.5; it's currently really hard to read, especially with circle-jump sections liek the second kiai part, higher AR would ease this a bit.
  2. The drain is beyond hope, but we've talked about this a lot already. It should be fine with the Insane diff as alternative map to play when you can't pass this.
  3. 00:18:051 (9,10) - consider using circles here because of the equalish vocal-intensity on the ticks, similar to 00:20:451 (7,8,9,10) -
  4. 00:33:201 (2,2) - I'd agree with jesse on rasing the spacing on these to accentuate the snap.
  5. 00:35:038 (1) - this one is a pain, neither the spacing nor the previous slider or w/e implies this being 1/3, and I'm constantly 100'ing it. Use sliders here:
  6. 00:44:601 (2) - jump feels a bit overdone, especially since there's nothing here that would imply that big of a spacing increase. reduce the spacing.
  7. 00:48:651 (1) - reduce the spacing to 1.20 as with the previous streamjumps
  8. 00:51:801 (2) - you might want to reconsider whether this spacing really makes sense in regards to the song
  9. 01:23:601 (2,3,4,5) - Make the spacing here consistent or make it so that it makes sense in some way, especially that antijump on 5 feels weird
Once this and RLC's mod is answered, AND once I have confirmation about the weird snaps, this can be ranked.
Topic Starter
Jenny
17:03 Jenny: 00:18:051 (9,10) - sliders because want to do exactly that: less emphasis on vocals so the next combo has more of an impact with the sliderangles and backleading jumps
17:03 Jenny: 00:21:051 (1) - different vocalist and tonage, is more sliderbuilt
17:09 Jenny: 00:34:751 (1,2,1,2) - errr.. no. using any more slider than this (or anything else, for that matter) will only fuck up the soundpatterning and nothing else. it's correctly snapped and the approachrate should give you enough room and time to get this
17:10 Jenny: 00:44:451 (1,2,3,4) - harsh drumfinish to the section
17:11 Jenny: 00:48:651 (1) - not part of the streampattern anymore but a new individual one; makes no sense to space it exactly like something that's entirely different in nature and song
17:12 Jenny: 00:51:651 (1,2) - again, harsh sectionfinishing drums, fairly reasoned in my book - yes, hard, very hard, but that's exactly what goes well with the minibreak before the kiai kicks off

Poking RLC when I next get to see him online.
RLC
seems like jenny changed the nc's already, and i changed the other things
http://puu.sh/b96cx/ad528ea1a9.zip
Topic Starter
Jenny
Please don't utilize an apostrophe for a word's plural form, it's posession >:

updated
Zare
Alright then.
Stefan
Congrats!
Maruyu
Gratz o3o
DakeDekaane
uguu Zare so mean :u

Congratulations \o/
Lust
finally, where it should be. congratulations!
Dainesl
Congratulations~
Topic Starter
Jenny
happy30
yay jen gj
winber1
crap holy my god

ye ranks my congrats omg

k

!!
hehe
i have never felt so unconfident of my aim until now...
Chewin
I remember this <3 Gratz!
kamisamaaa
oh god!
this get ranked!
graz!!!
Dainesl
Wait, shouldn't the Japanese name for Suzuki Konomi be 鈴木このみ instead of 鈴木木乃美?

http://puu.sh/badMC/78e35195ac.png This suggests the former is more correct.

This is from http://www.animax.co.jp/special/anigp/ and I tried to get a non-Wikipedia confirmation so maybe this works as evidence?

In addition, other ranked maps such as http://osu.ppy.sh/b/391521 and http://osu.ppy.sh/s/49621 have 鈴木このみ.
Garven
Disqualifying to fix the artist.

And we're back.
Topic Starter
Jenny
fixed

I can't read kanji :V
Dainesl
Sorry about this, it had to be done. Re-congrats anyways!

鈴木 = Kanji, このみ = Hiragana, just saying :v
xxdeathx
Was it necessary to wipe all those scores like Snowwhite's full combo?
Nwolf


Will people ever read that
Ulysses
Wow
It has been a decade since this map was unranked.
Recongrats jenny
JappyBabes

Nwolf wrote:



Will people ever read that
Scores have been saved before with reranks. Wiping is pretty questionable when you're just changing something like artist unless replays rely on that data.
xxdeathx

JappyBabes wrote:

Nwolf wrote:



Will people ever read that
Scores have been saved before with reranks. Wiping is pretty questionable when you're just changing something like artist unless replays rely on that data.
Exactly my point. Changing the artist doesn't affect the actual beatmap, so they didn't have to wipe scores.
Ulysses
BATs do not save record of replays in qualfied maps so disqualfied=reset all replays.
Garven
The system has evolved over the years, and now disqualifying a map clears everything automatically. There is no halfway anymore. Go get your scores again when the map hits ranked lest ye precious scores be at risk of another purge. Arr.
luxoDeh
Only one thing... Dainesl mentioned that name issue 5 days ago... we could have avoid this...
(I don't care about the scores, also because I didn't had any high scores anyway, but talking in general... -.-)
Dainesl
I would've asked a QAT about this but I thought that this would have been resolved sooner ;_;

really sorry about the highscores but I just had to mention the artist ;_;
luxoDeh

Dainesl wrote:

I would've asked a QAT about this but I thought that this would have been resolved sooner ;_;

really sorry about the highscores but I just had to mention the artist ;_;
it's not your fault, you did the right thing
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