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Ray - ebb and flow (TV Size)

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Raszero
Hi I hope you don't mind but I wanted to practice modding as I've never done it before, so let me know if any of this helps :) And ignore it if not!


Easy
00:15:042 (2) - Theres a few points like this that seem they could add a bit more in but maybe the space is for the sake of difficulty. In this case I'd add another reverse. If this feels rights I'll list others but if it feels too difficult thats fine.
00:19:848 (2,3) - I'd move this forward onto the white ticks to follow the lyrics over the beat considering this is done on 1 and 4. Again a few cases of this but might make too difficult?
Normal
01:24:881 (3) - Feels like this should be a slider, but if you just want the symmetry also seems ok
Hard
00:05:145 (1) - I feel like your missing a beat half way through the slider, a reverse arrow feels better to me.
00:06:842 (4,5) - I don't see what the 5 is doing here.
00:24:938 (8) - It feels like a slider should start here instead of leaving a gap on this note.
00:46:710 (2) - This sounds better with a whistle at the start as previous and being able to hear it.
00:47:841 (1) - I think a short break might be good after this.
01:09:330 (1,2) - Seems a bit too fast, seemed to flow better when I deleted 2 and extended 1 a tick
01:18:802 (4) - Sounds better without this note

Well there we go, hope it helped and if not just ignore it and I won't mind :)
Topic Starter
taku

Raszero wrote:

Hi I hope you don't mind but I wanted to practice modding as I've never done it before, so let me know if any of this helps :) And ignore it if not!


Easy
I gonna leave Easy as it is, i will wait what others will think.
Normal
01:24:881 (3) - Feels like this should be a slider, but if you just want the symmetry also seems ok Ok!
Hard
00:05:145 (1) - I feel like your missing a beat half way through the slider, a reverse arrow feels better to me. Ok!
00:06:842 (4,5) - I don't see what the 5 is doing here. I map to the music so i think there is an extra beat in it
00:24:938 (8) - It feels like a slider should start here instead of leaving a gap on this note. I changed this part a little bit
00:46:710 (2) - This sounds better with a whistle at the start as previous and being able to hear it. I don't think it sounds better
00:47:841 (1) - I think a short break might be good after this. I think it will be better without a short break here
01:09:330 (1,2) - Seems a bit too fast, seemed to flow better when I deleted 2 and extended 1 a tick If you listen carefully all the ticks are mapped with the drums if you know what i mean
01:18:802 (4) - Sounds better without this note ^

Well there we go, hope it helped and if not just ignore it and I won't mind :)
Thx for the mod ;)

Updated! (with hitsounds)
Melophobia
I really love this song so here I am.

[General]
Probably the video offset is slightly off, since it doesn't fit with the song. (It's pretty notable at 00:52:365 - etc) Please check it once again. :D
Currently the soft-hitnormal is WAY TOO LOUD compared to the song itself and other hitsounds. I reduced the volume so use it if you like. You can fix it on your own of course. http://puu.sh/6UJJ7.wav
If you don't have any valid reason to change stack leniency, it's highly recommended to let them stay in the default value. The feature is intended to be used for a specific pattern where stacking doesn't look good, not for an ordinary stack.

[Hard]
00:00:339 - 00:09:387 - Oh hey, why no hitsounds in this part? I think the default soft-hitwhistle would fit really nicely with this section. Try to add some!
00:09:387 - Add a finish here.
01:09:896 - How about adding a clap here? It sounds really good to me. :3
01:11:309 - I would suggest a finish here since I can hear the crush-cymbal here. You can reduce the volume if you find it too loud.
01:24:033 (8) - ^

[Normal]
Nothing to say about this difficulty other than the hitsound suggestions I've mentioned on Insane. If you're going to apply them to Insane plase do it for this difficulty as well.
00:27:483 - Missing finish.
00:41:055 - ^
00:47:275 - How about adding a whistle here? I somehow expected it to be here. :<

[Easy]
The same comment on the hitsound.
00:09:952 (1) - This note appears way too soon after a spinner considering the level of this difficulty. Please consider removing this note so we can give beginners enough time for them to recover.
00:11:649 (3) - The head of this slider is slightly touching hp ber, which probably causes beginners to misread the rhythm or break their combo. Please move it downward in order to prevent it from happening.
00:13:062 (4) - This kind of overlap is basically nice in higher difficulties, but not in an easy difficulty.
00:42:469 (2) - ^
00:45:579 (1,2) - Probably you want to add some whistles to this slider, according to other difficulties.
00:55:475 (3,1) - Consider rearranging the rhythm. Currently the heavy beat at 00:56:889 - is being ignored and I don't think that's that great. http://puu.sh/6ULi8.jpg
01:14:985 (1) - The current combo is too long compared to the rest of this difficulty. Add a newcombo here.
01:19:509 - I think you probably forget to add a finish here, since other difficulties have it here.
And most importantly, since you cannot put claps constantly due to long sliders and empty beats, try to use whistles instead! Currently this difficulty is way too quiet to me so I think it's really significant.

That's all from me, though I only skimed hitsounds and significant issues in Easy. This map is really nice and totally deserves a star. Good luck!
Topic Starter
taku

Melophobia wrote:

I really love this song so here I am.

[General]
Probably the video offset is slightly off, since it doesn't fit with the song. (It's pretty notable at 00:52:365 - etc) Please check it once again. :D Fixed!
Currently the soft-hitnormal is WAY TOO LOUD compared to the song itself and other hitsounds. I reduced the volume so use it if you like. You can fix it on your own of course. http://puu.sh/6UJJ7.wavThankyou :)
If you don't have any valid reason to change stack leniency, it's highly recommended to let them stay in the default value. The feature is intended to be used for a specific pattern where stacking doesn't look good, not for an ordinary stack. set it to 7

[Hard]
00:00:339 - 00:09:387 - Oh hey, why no hitsounds in this part? I think the default soft-hitwhistle would fit really nicely with this section. Try to add some! Added!
00:09:387 - Add a finish here. Added!
01:09:896 - How about adding a clap here? It sounds really good to me. :3 Added!
01:11:309 - I would suggest a finish here since I can hear the crush-cymbal here. You can reduce the volume if you find it too loud. Added and reduced!
01:24:033 (8) - ^ Done! and reduced!

[Normal]
Nothing to say about this difficulty other than the hitsound suggestions I've mentioned on Insane. If you're going to apply them to Insane plase do it for this difficulty as well. Ok!
00:27:483 - Missing finish. Added!
00:41:055 - ^ Added!
00:47:275 - How about adding a whistle here? I somehow expected it to be here. :< Added to the other diffs aswell

[Easy]
The same comment on the hitsound.
00:09:952 (1) - This note appears way too soon after a spinner considering the level of this difficulty. Please consider removing this note so we can give beginners enough time for them to recover. Removed!
00:11:649 (3) - The head of this slider is slightly touching hp ber, which probably causes beginners to misread the rhythm or break their combo. Please move it downward in order to prevent it from happening. Fixed!
00:13:062 (4) - This kind of overlap is basically nice in higher difficulties, but not in an easy difficulty. Fixed!
00:42:469 (2) - ^ Fixed!
00:45:579 (1,2) - Probably you want to add some whistles to this slider, according to other difficulties. Added to all diffs!
00:55:475 (3,1) - Consider rearranging the rhythm. Currently the heavy beat at 00:56:889 - is being ignored and I don't think that's that great. http://puu.sh/6ULi8.jpg Fixed!
01:14:985 (1) - The current combo is too long compared to the rest of this difficulty. Add a newcombo here. Added!
01:19:509 - I think you probably forget to add a finish here, since other difficulties have it here. Added!
And most importantly, since you cannot put claps constantly due to long sliders and empty beats, try to use whistles instead! Currently this difficulty is way too quiet to me so I think it's really significant. Added some whistles in long sliders (Need some more help with this)

That's all from me, though I only skimed hitsounds and significant issues in Easy. This map is really nice and totally deserves a star. Good luck!
BIG thanks for the mod and star, Melophobia :)

Updated!
arviejhay
Hi from my modding queue
Easy

00:04:299 - slider end - Add whistle
Normal
00:02:320 - slider - try to make it long like this:
00:06:870 - slider - ^same
01:26:017 - replace the circle with a spinner and spinner to 01:28:571
Hard
Check distance snaps in aimod

I love this song :)
Good luck with your map
sorry for short mod
Crystal
Hi~ from my queue~

[General]
1. Check "Widescreen Support" the same in all diffs (it's on in Easy and Normal but off in Hard)
2. Add "凪のあすから" and "opening" in "tags"
3. Why not set "Preview Point" at 00:52:365 or 00:52:224?

[Easy]
00:00:339 (1,2,3) - Cancel "whistle" at slider because it's too noisy for the beginning of the song
00:10:518 (1,2) - too close
00:11:649 (2) - Cancel "whistle" at slider because it's too noisy(though it's not at the beginning)
00:16:173 (3) - ^
00:20:697 (3) - ^
00:22:959 (1) - ^
00:30:310 (3) - try this
00:37:945 (2) - clap at end
00:40:207 (2) - ^
00:42:469 (2) - ^
00:44:731 (2) - ^
00:45:579 (1,2) - Cancel "whistle" at slider
00:47:841 (1) - whistle?
00:57:454 (5,1) - too far
01:13:006 (2,3) - try this (after changing, remember to adjust objects after them)

[Normal]
HP+1 or 2, OD+1
00:00:904 (3) - adjust a bit to make 00:00:339 (1,2,3) look like a triangle
00:16:173 (5,6) - 5 hides part of 6, not look good
00:29:745 (5,6) - blanket well if you want to blanket them
00:34:269 (5) - try this

[Hard]
OD+1
00:04:156 (5) - a little ugly, why do you use this slider?
00:06:276 - add a circle
00:15:607 (5,1) - too close, so i can't understand the pattern easily
00:27:483 (1,2) - ^
00:22:110 (1,2,3,1,2,3,1,2,3,1,2,3,4) - keep larger distance if you want to use this pattern
00:40:207 (1) - try this
01:01:130 - add a circle
01:06:785 (2,3) - blanket well if you want to blanket them
01:17:247 - add a circle
01:26:083 (1) - if you put a spinner here, put a spinner in Easy and Normal at the same time. it's long enough for these 2 diffs

good luck with your map~~~ :D
Topic Starter
taku

arviejhay wrote:

Hi from my modding queue
Easy
Fixed
00:04:299 - slider end - Add whistle sounds better without a whistle o .o
Normal
00:02:320 - slider - try to make it long like this: sounds better if i leave it
00:06:870 - slider - ^same ^
01:26:017 - replace the circle with a spinner and spinner to 01:28:571 But that would ruin the symmetry :(
Hard
Check distance snaps in aimod Aimod isn't perfect but i will wait what others will think of the placement :)

I love this song :)
Good luck with your map
sorry for short mod
Thanks for Mod~ :)
Topic Starter
taku

[_Crystal] wrote:

Hi~ from my queue~

[General]
1. Check "Widescreen Support" the same in all diffs (it's on in Easy and Normal but off in Hard) Checked
2. Add "凪のあすから" and "opening" in "tags" Added
3. Why not set "Preview Point" at 00:52:365 or 00:52:224? Because it FEELS better o .o

[Easy]
00:00:339 (1,2,3) - Cancel "whistle" at slider because it's too noisy for the beginning of the song Ok
00:10:518 (1,2) - too close Fixed
00:11:649 (2) - Cancel "whistle" at slider because it's too noisy(though it's not at the beginning) Ok
00:16:173 (3) - ^ ok
00:20:697 (3) - ^ ok
00:22:959 (1) - ^ ok
00:30:310 (3) - try this Seems good
00:37:945 (2) - clap at end Added
00:40:207 (2) - ^ ok
00:42:469 (2) - ^ ok
00:44:731 (2) - ^ ok
00:45:579 (1,2) - Cancel "whistle" at slider Ok
00:47:841 (1) - whistle? no need :D
00:57:454 (5,1) - too far Fixed
01:13:006 (2,3) - try this (after changing, remember to adjust objects after them) Seems good to me :3

[Normal]
HP+1 or 2, OD+1 ok
00:00:904 (3) - adjust a bit to make 00:00:339 (1,2,3) look like a triangle My bad didn't noticed at all, FIXED!
00:16:173 (5,6) - 5 hides part of 6, not look good whyyy? D: it looks perfect! >:D
00:29:745 (5,6) - blanket well if you want to blanket them nah, i only placed the slider so it fits well with the previous circle/slider
00:34:269 (5) - try this Reverse arrow slider fits better with the vocals D:

[Hard]
OD+1 Ok
00:04:156 (5) - a little ugly, why do you use this slider? I want to be creative! D:<
00:06:276 - add a circle Ok
00:15:607 (5,1) - too close, so i can't understand the pattern easily I don't see a problem with it o .o
00:27:483 (1,2) - ^ Fixed, looks better now, in my opionion :3
00:22:110 (1,2,3,1,2,3,1,2,3,1,2,3,4) - keep larger distance if you want to use this pattern Ok
00:40:207 (1) - try this Ok
01:01:130 - add a circle Ok
01:06:785 (2,3) - blanket well if you want to blanket them nah no need
01:17:247 - add a circle Ok
01:26:083 (1) - if you put a spinner here, put a spinner in Easy and Normal at the same time. it's long enough for these 2 diffs i think its not needed , because it seems better in my opinion, also if i put a spinner in normal it would ruin my symmetry but i don't know if i may put a spinner 1 tick ahead in normal , easy diffs

good luck with your map~~~ :D
Thanks for mod <3

Updated!
Wafu

Random mod

Red - Unrankable
Blue - Highly recommended
Black - Suggestion
General


  1. Song name is supposed to be ebb and flow [TV Size] or just ebb and flow, you cannot always reffer to the previous maps, but to official sources.
  2. It's not anything really critical, but if you look at the combo colors, you might notice it doesn't really fit this blue themed video. Maybe you might want to use something like this. Also these colors look more chilling so it might fit even to the song I think, but that's just my personal opinion.
  3. It is just a detail, but still could be improved. Video resolution is very low and as the filesize limit with video was increased to 30MB, increased version in better quality would in my opinion not hurt really much. Just for case you agree, you might use this one.
  4. soft-hitwhistle is 1 second longer than it is supposed to be, thus it only causes bigger load on CPU. You might want to use this cut version.
  5. soft-sliderslide10 is muted, thus it means you must use this file provided on RC, not any other.
  6. Only sliderslide which is muted is soft-sliderslide10, however, easy and normal diff doesn't use Custom 10 hitsound, that means all sliders, even in really low-volume parts have the noise on slider, which definitely doesn't fit. When it comes to other parts, it is maybe fine, but I still think it is too loud. Minimally use muted sliderslide on all map starts (not only hard, but also normal and easy) or use muted sliderslide everywhere, that's most probably the best solution, because noise in such a song is not really worth using, it's calm and quiet, while the noise is more loud and would fit on some breakcore or dubstep songs, but not really a chill/pop.
  7. You might maybe use this hitsound to make your hitsounds a bit more complete. I can show you a difference. On 00:26:917 (2) - there is a rim sound (there would fit the hitsound I sent more), while you are putting clap here. On the other hand, ther is a clap in a song after it on 00:27:200 (3) - where your clap would fit there. But that's just my thought.

Easy


  1. 00:57:454 (5,1) - Time between these sliders is fine and newbies should be able to play this, but because the visual gap is smaller (admit it, if you compare gap between 00:58:303 (1,2) - and then between 00:57:454 (5,1) - , this feels like smaller gap), then he might panic and play it faster than previous sliders. You should move it on place where this visual wrong won't happen
  2. 00:36:531 - 00:47:275 - These new combos are shorter than all previous ones. Firstly you put it on each 2nd downbeat, but now you put it on every downbeat. You should remove the combos on 00:38:793 (1) - 00:43:317 (1) - to prevent player gaining more HP than previously. You decrease difficulty of the map in this place and the difficulty should be smoothly consistent, especially in easy.
  3. 01:08:482 (1) - I also recommend you to remove this NC, because of the same reason as above.
  4. 01:29:405 - Lower the volume of this spinner's end to be consistent with other diffs and use different sampleset (c2 or c3 that doesn't matter), the kick drum doesn't fit fading-out part.
The difficulty was fine, just few inconsistencies but that was not that much trouble.


Normal


  1. HP+1 so it is not that near the easy, it is almost no difference on the drain. There should be at least 2 HP difference between each difficulty. 1 is exceedingly low.
  2. 00:11:083 (3) - Just a detail and you can completely ignore it, but you might want to fix the stack by moving this on 73;88, but that's just about whether you mind or not, I just mentioned it because it is probably the only wrong stack in a map.
  3. 00:21:545 - Whistle does really not fit there as there is nothing in a song what would need emphasizing by current whistle.
  4. 00:22:676 (3) - Same as above. This two just sounded really lound and out of place there, because they're not in song.
  5. 00:33:986 (4,5) - It's not that audiable so it's not critically important, but you should maybe remove these claps as they are not in background, so why emphasize them?
  6. 01:29:405 - To keep consistency with hard and because the kick doesn't fit on fading-out sound, especially when it's spinner, use custom 2 or custom 3 on this spinner end.
  7. 00:01:470 (1) - Remove the new combo as it is too short, you are just giving players way too much HP. Second reason is, 00:02:883 (1,2,3,4) - and 00:05:145 (1,2,3,4) - are exactly the same music parts, but only this one has one unnecessary combo.
  8. Swap new combos of 00:17:586 (1,2) - and 00:22:110 (1,4) - as mostly you are putting new combo on downbeat. Especially on the same as 00:13:911 (1) - where you used it on downbeat.
  9. 00:27:483 - Definitelly must have a new combo. If player misses on 16 notes combo, he's not going to get his HP back quite a long time. Just think about it, 16 is not really an appropriate combo for hard difficulty, sometimes not even insane, while you used it on normal difficulty.
  10. 00:35:683 (1,2,3,4,5,6,7,8,9) - This combo is also quite long. You might avoid it by swapping combos on 00:35:683 (1,4) - , you will fix both long combo and downbeat inconsistency.
  11. 00:43:317 (1) - You might want to be consistent in combo length, and you should be, so the player has consistent count of getting his HP back, so you should just remove this new combo.
  12. 01:20:923 (1) - Exactly the same as above.
  13. 00:16:173 (5,6,1) - Fix the incosistency between the distance snap. First two sliders are, surprisingly, 1.8x (on normal, which is not really good idea), but next slider is 1.2x. These two seem to be only two DS inconsistencies, so fixing them would polish the consistency as much as possible. Obviously, there are like 0.01-0.05 differences, but that's not that big deal as 0.6 difference.
Some insonsistencies and wrong usage of new combos, resulting in inconsistent and imbalanced HP gain.


Hard


  1. HP+2. Currently it is just 1 higher than normal, while other things are higher a lot in a comparsion. You should balance it more to fit to the difficulty and spread. 4HP on hard is like no possibility to fail.
  2. 00:00:339 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1) - This part of song uses quite fine idea of 1/4 slider jumps, however, the distance is very similar to the regular 1/2 distance snap. I think you should remake these 00:01:470 (1,2,3) - 00:03:732 (1,2,3) - 00:05:994 (1,2,3) - patterns so the snap between the 1/4 notes is 1.8x or similar, so there is visible difference between 1/4 and 1/2.
  3. 00:37:238 (6) - Just a suggestion, but I think the note doesn't fit as the triplet in a music is on 00:37:520 - not 00:37:238 - thus removing it will not harm the map.
  4. Slider velocity multiplier is fine on 00:45:579 - and 00:46:710 (2) - , that's at least makes some sense with music. However, 00:41:903 (2) - 00:44:165 (1) - are really bad ideas. Music on their previous sliders are just same as on the sliders, it is same calm, but you decrease the speed. The song isn't progressively getting calmer, so why the map does. Putting one 0.75x multiplier on 00:41:055 and keeping 0.50x on 00:46:710 would make this part fit just perfectly. But currently the speed is going up, down, up, down, which does completely make no sense, in this part. I am not saying you cannot use it in different song, which might be swapping its mood quite frequently, but here it is almost constant and you swap it up and down just so it looks creative.
Nice and smooth difficulty.


Conclusion: Rankable

Very nice and calm mapset and you've got my plus for the low-angle sliders with good usage. Have my star and good luck~!
Topic Starter
taku

Wafu wrote:


Random mod

Red - Unrankable
Blue - Highly recommended
Black - Suggestion
General


  1. Song name is supposed to be ebb and flow [TV Size] or just ebb and flow, you cannot always reffer to the previous maps, but to official sources. changed!
  2. It's not anything really critical, but if you look at the combo colors, you might notice it doesn't really fit this blue themed video. Maybe you might want to use something like this. Also these colors look more chilling so it might fit even to the song I think, but that's just my personal opinion. changed!
  3. It is just a detail, but still could be improved. Video resolution is very low and as the filesize limit with video was increased to 30MB, increased version in better quality would in my opinion not hurt really much. Just for case you agree, you might use this one. thx for the video file really appreciate it! (replaced)
  4. soft-hitwhistle is 1 second longer than it is supposed to be, thus it only causes bigger load on CPU. You might want to use this cut version. replaced! thx c:
  5. soft-sliderslide10 is muted, thus it means you must use this file provided on RC, not any other. replaced!
  6. Only sliderslide which is muted is soft-sliderslide10, however, easy and normal diff doesn't use Custom 10 hitsound, that means all sliders, even in really low-volume parts have the noise on slider, which definitely doesn't fit. When it comes to other parts, it is maybe fine, but I still think it is too loud. Minimally use muted sliderslide on all map starts (not only hard, but also normal and easy) or use muted sliderslide everywhere, that's most probably the best solution, because noise in such a song is not really worth using, it's calm and quiet, while the noise is more loud and would fit on some breakcore or dubstep songs, but not really a chill/pop. added the silenced slider sound at the beginning on easy and normal.
  7. You might maybe use this hitsound to make your hitsounds a bit more complete. I can show you a difference. On 00:26:917 (2) - there is a rim sound (there would fit the hitsound I sent more), while you are putting clap here. On the other hand, ther is a clap in a song after it on 00:27:200 (3) - where your clap would fit there. But that's just my thought. this is better! thx for the hitsound!

Easy


  1. 00:57:454 (5,1) - Time between these sliders is fine and newbies should be able to play this, but because the visual gap is smaller (admit it, if you compare gap between 00:58:303 (1,2) - and then between 00:57:454 (5,1) - , this feels like smaller gap), then he might panic and play it faster than previous sliders. You should move it on place where this visual wrong won't happen 00:56:889 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - changed the whole pattern should look nice and better to play now :)
  2. 00:36:531 - 00:47:275 - These new combos are shorter than all previous ones. Firstly you put it on each 2nd downbeat, but now you put it on every downbeat. You should remove the combos on 00:38:793 (1) - 00:43:317 (1) - to prevent player gaining more HP than previously. You decrease difficulty of the map in this place and the difficulty should be smoothly consistent, especially in easy. fixed!
  3. 01:08:482 (1) - I also recommend you to remove this NC, because of the same reason as above. ^
  4. 01:29:405 - Lower the volume of this spinner's end to be consistent with other diffs and use different sampleset (c2 or c3 that doesn't matter), the kick drum doesn't fit fading-out part. totally forgot! done.
The difficulty was fine, just few inconsistencies but that was not that much trouble.


Normal


  1. HP+1 so it is not that near the easy, it is almost no difference on the drain. There should be at least 2 HP difference between each difficulty. 1 is exceedingly low. done!
  2. 00:11:083 (3) - Just a detail and you can completely ignore it, but you might want to fix the stack by moving this on 73;88, but that's just about whether you mind or not, I just mentioned it because it is probably the only wrong stack in a map. fixed!
  3. 00:21:545 - Whistle does really not fit there as there is nothing in a song what would need emphasizing by current whistle. removed!
  4. 00:22:676 (3) - Same as above. This two just sounded really lound and out of place there, because they're not in song.removed!
  5. 00:33:986 (4,5) - It's not that audiable so it's not critically important, but you should maybe remove these claps as they are not in background, so why emphasize them? removed!
  6. 01:29:405 - To keep consistency with hard and because the kick doesn't fit on fading-out sound, especially when it's spinner, use custom 2 or custom 3 on this spinner end. fixed
  7. 00:01:470 (1) - Remove the new combo as it is too short, you are just giving players way too much HP. Second reason is, 00:02:883 (1,2,3,4) - and 00:05:145 (1,2,3,4) - are exactly the same music parts, but only this one has one unnecessary combo. fixed!
  8. Swap new combos of 00:17:586 (1,2) - and 00:22:110 (1,4) - as mostly you are putting new combo on downbeat. Especially on the same as 00:13:911 (1) - where you used it on downbeat. fixed!
  9. 00:27:483 - Definitelly must have a new combo. If player misses on 16 notes combo, he's not going to get his HP back quite a long time. Just think about it, 16 is not really an appropriate combo for hard difficulty, sometimes not even insane, while you used it on normal difficulty. fixed!
  10. 00:35:683 (1,2,3,4,5,6,7,8,9) - This combo is also quite long. You might avoid it by swapping combos on 00:35:683 (1,4) - , you will fix both long combo and downbeat inconsistency. fixed!
  11. 00:43:317 (1) - You might want to be consistent in combo length, and you should be, so the player has consistent count of getting his HP back, so you should just remove this new combo. nc removed
  12. 01:20:923 (1) - Exactly the same as above. ^
  13. 00:16:173 (5,6,1) - Fix the incosistency between the distance snap. First two sliders are, surprisingly, 1.8x (on normal, which is not really good idea), but next slider is 1.2x. These two seem to be only two DS inconsistencies, so fixing them would polish the consistency as much as possible. Obviously, there are like 0.01-0.05 differences, but that's not that big deal as 0.6 difference.created a whole new pattern in this part should be better now!
Some insonsistencies and wrong usage of new combos, resulting in inconsistent and imbalanced HP gain.


Hard


  1. HP+2. Currently it is just 1 higher than normal, while other things are higher a lot in a comparsion. You should balance it more to fit to the difficulty and spread. 4HP on hard is like no possibility to fail. changed!
  2. 00:00:339 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1) - This part of song uses quite fine idea of 1/4 slider jumps, however, the distance is very similar to the regular 1/2 distance snap. I think you should remake these 00:01:470 (1,2,3) - 00:03:732 (1,2,3) - 00:05:994 (1,2,3) - patterns so the snap between the 1/4 notes is 1.8x or similar, so there is visible difference between 1/4 and 1/2. this is really nice, thx!
  3. 00:37:238 (6) - Just a suggestion, but I think the note doesn't fit as the triplet in a music is on 00:37:520 - not 00:37:238 - thus removing it will not harm the map. circle removed, and yeah i also think the note doesn't fit as a triplet xD
  4. Slider velocity multiplier is fine on 00:45:579 - and 00:46:710 (2) - , that's at least makes some sense with music. However, 00:41:903 (2) - 00:44:165 (1) - are really bad ideas. Music on their previous sliders are just same as on the sliders, it is same calm, but you decrease the speed. The song isn't progressively getting calmer, so why the map does. Putting one 0.75x multiplier on 00:41:055 and keeping 0.50x on 00:46:710 would make this part fit just perfectly. But currently the speed is going up, down, up, down, which does completely make no sense, in this part. I am not saying you cannot use it in different song, which might be swapping its mood quite frequently, but here it is almost constant and you swap it up and down just so it looks creative. fixed! plays better and looks prettier c:
Nice and smooth difficulty.


Conclusion: Rankable

Very nice and calm mapset and you've got my plus for the low-angle sliders with good usage. Have my star and good luck~!
Thanks for the really awesome mod and stars !
Nekomata
[Normal]
  1. 00:11:083 (3) - i actually didn't see this note coming on first playthrough. i think stack leniency should be 7 (the default) since it's a bit hard to see notes on perfect stacks
  2. 01:02:261 (2,7) - personal preference, but i like these at same position :P
  3. i would probably use CS 3.5. i don't think it existed back then :P
[Hard]
  1. 00:13:345 (9,10) - personal pref. stack on 00:11:649 (7). (not very important though)
  2. 00:46:710 (2) - i would probably whistle the head and tail too
sorry, short mod. nice map :)
Topic Starter
taku

Nekomata wrote:

[Normal]
  1. 00:11:083 (3) - i actually didn't see this note coming on first playthrough. i think stack leniency should be 7 (the default) since it's a bit hard to see notes on perfect stacks oh i forgot to cahnge it on normal to thx for saying!
  2. 01:02:261 (2,7) - personal preference, but i like these at same position :P i like it better this way for normal :p
  3. i would probably use CS 3.5. i don't think it existed back then :P changed to CS 3.5 because i think CS4 doesn't fit in normal c:
[Hard]
  1. 00:13:345 (9,10) - personal pref. stack on 00:11:649 (7). (not very important though) no need because the two sliders are pretty close to each other so no need for stack :)
  2. 00:46:710 (2) - i would probably whistle the head and tail too added!
sorry, short mod. nice map :)
thx for the mod really!
-TakoYaki-
NM Request :D

Easy
00:54:910 (2) - Move this to 00:55:192 to match the beat
00:55:475 (3) - Move this to 00:55:758 to match the beat :D

Beautiful Diff :D Love it
Normal
Niceeeeee, couldn't find anything to mod XD

Hard
01:21:206 (2) - this note can be moved farther away (300|84 for example) to create a minor jump
Very Well structured, love it

This mod maybe useless to you since your map is very nice. LOVE IT :D Hope you can get this ranked soon :D:D:D:D:D
Topic Starter
taku

-TakoYaki- wrote:

NM Request :D

Easy
00:54:910 (2) - Move this to 00:55:192 to match the beat i follow the vocals in here ;)
00:55:475 (3) - Move this to 00:55:758 to match the beat :D i have made the slider longer seems good now

Beautiful Diff :D Love it
Normal
Niceeeeee, couldn't find anything to mod XD

Hard
01:21:206 (2) - this note can be moved farther away (300|84 for example) to create a minor jump its good as it is now c:
Very Well structured, love it

This mod maybe useless to you since your map is very nice. LOVE IT :D Hope you can get this ranked soon :D:D:D:D:D
gonna do it as soon as i get home c:

edit: thx for the mod! :)
DahplA
Hi, DahplA here posting from Jloughman14's and DahplA's Modding team. This is a response in regards to this request. Please be sure to vote here on how helpful our mod was.

General
  1. I thought the green, compared to the other three blues was a bit out of the ordinary, so I decided to redo the colours to make it look less contrasted
    Combo1 : 47,251,118
    Combo2 : 68,202,253
    Combo3 : 0,128,255
    Combo4 : 67,252,215
  2. Disable Widescreen Support and Letterbox during breaks
  3. Remove "[TV Size]" from the title, and move it to tags.

    Ranking Criteria wrote:

    1. Do not alter the song's title. This includes adding any marker to describe the cut of the song such as "Short Ver.", "TV Size" and so forth unless those markers are part of the official song title as listed by a reputable source.
Hard
  1. 00:04:721 (3) - Remove, it sounds better. Where as the first pattern of this had a noise at the end, this one doesn't
  2. 00:20:697 (1) - Not stacked properly
  3. 00:25:786 (2) - ^
  4. 00:57:737 (3) - Fix the symmetry by moving some points (especially the red)
  5. 01:05:937 (1) - Not stacked properly
  6. 01:20:923 (1) - ^
  7. 01:24:033 (2) - ^
Normal
  1. 00:24:655 (6) - Not stacked properly
  2. 00:27:483 (1) - Blanket
  3. 01:16:682 (3) - Not stacked properly
Topic Starter
taku

DahplA wrote:

Hi, DahplA here posting from Jloughman14's and DahplA's Modding team. This is a response in regards to this request. Please be sure to vote here on how helpful our mod was.

General
  1. I thought the green, compared to the other three blues was a bit out of the ordinary, so I decided to redo the colours to make it look less contrasted
    Combo1 : 47,251,118
    Combo2 : 68,202,253
    Combo3 : 0,128,255
    Combo4 : 67,252,215
    got it, thankyou very much! :)
  2. Disable Widescreen Support and Letterbox during breaks done
  3. Remove "[TV Size]" from the title, and move it to tags. i will let this stay because it comes from the original source

    Ranking Criteria wrote:

    1. Do not alter the song's title. This includes adding any marker to describe the cut of the song such as "Short Ver.", "TV Size" and so forth unless those markers are part of the official song title as listed by a reputable source.
Hard
  1. 00:04:721 (3) - Remove, it sounds better. Where as the first pattern of this had a noise at the end, this one doesn't this one does have a noise at the end if you listen closely c:
  2. 00:20:697 (1) - Not stacked properly fixed
  3. 00:25:786 (2) - ^ ^
  4. 00:57:737 (3) - Fix the symmetry by moving some points (especially the red) fixed
  5. 01:05:937 (1) - Not stacked properly fixed
  6. 01:20:923 (1) - ^ ^
  7. 01:24:033 (2) - ^ ^
Normal
  1. 00:24:655 (6) - Not stacked properly fixed
  2. 00:27:483 (1) - Blanket i think its better this way c:
  3. 01:16:682 (3) - Not stacked properly fixed
thanks for the mod!
ComfyWolf
Only one request here.

maybe reduce AR to 5 on hard to fit the overall idea behind the difficulty increase per difficulty.

It doesn't really need to be done though; works fine without it. :)
Topic Starter
taku

DisheveledFox wrote:

Only one request here.

maybe reduce AR to 5 on hard to fit the overall idea behind the difficulty increase per difficulty.

It doesn't really need to be done though; works fine without it. :)
I think AR5 is to low for a hard diff
blueloniess
hi here are my suggestions .
FIrst ,please take a look at Ranking Criteria Look at this :◾[*]A maximum of three slider velocities should be used (including 1x). For example, you could have a single map using 0.6x, 0.8x, and 1x; or 0.75x, 1x, and 1.5x; etc. If more than three slider velocities are used, then they should make sense and be intuitive. If slider velocity changes are able to be merged (e.g. close values like 0.8x and 0.7x) while still flowing/working correctly, then they should be

your hard diff timing has five kinds of slider speed (1.0x 1.1x 0.75x 0.8x 0.5x ) please follow the ranking guidelines . Hope you can fix it

hard
00:06:418 (2,3) - blanket
01:01:130 (10,1) - why big jump here ?
hope you can add some blanket in your map
I nearly can't find any blanket ,any Parallel slider in your map .
Well ,map is good !
not hard to be ranked !
good luck ! :)
Topic Starter
taku

blueloniess wrote:

hi here are my suggestions .
FIrst ,please take a look at Ranking Criteria Look at this :◾[*]A maximum of three slider velocities should be used (including 1x). For example, you could have a single map using 0.6x, 0.8x, and 1x; or 0.75x, 1x, and 1.5x; etc. If more than three slider velocities are used, then they should make sense and be intuitive. If slider velocity changes are able to be merged (e.g. close values like 0.8x and 0.7x) while still flowing/working correctly, then they should be

your hard diff timing has five kinds of slider speed (1.0x 1.1x 0.75x 0.8x 0.5x ) please follow the ranking guidelines . Hope you can fix it fixed this a bit, but i don't think its a big problem :)

hard
00:06:418 (2,3) - blanket i like it better this way don't you think? o:
01:01:130 (10,1) - why big jump here ? it fits well, but thats imo i will let it stay and look what others will think about it ;)
hope you can add some blanket in your map
I nearly can't find any blanket ,any Parallel slider in your map .
Well ,map is good !
not hard to be ranked !
good luck ! :)
thx for the mod! c:
Iceskulls
from my q

[general]
looks fine

[hard]
  1. 00:09:952 (1,2,3,4,5) - stream here flow not really good imo it feel kinda weird here 00:10:235 (3,4,5) - and also transition here 00:10:376 (4,5) - can be improved a bit , suggestion from me
  2. 00:45:579 (1,2) - you can increase spacing here a bit , current feel a bit similiar to 00:43:317 (1,2) - whichcan make people confuse because they might think this is 1/2 spacing jumps instead of 1/1
  3. 01:01:130 (10,1) - spacing here is pretty large compare to others jumps , I think it don't need to do large jumps like that , I would do something like this
  4. 01:06:785 (1) - I think this is not really necessary to nc , the music doesn't really change anything much here
  5. 01:24:033 (2) - nc this instead of 01:23:468 (1) -

    I think nc is kinda a bit messy , sometimes you follow vocal sometimes you follow vocal , I recommend just try to follow instrument the easiest way to make nc consistent here is to nc every downbeat (big white tick )
[normal]
  1. 00:00:339 (1,2,3,4) - mmhmh I think continuous 1/2 circles like this is pretty hard for normal eventhough it's low bpm song , would prefer to just use some 1/2 here just like what you did in hard diff , apply to these too 00:02:883 (1,2,3) - and 00:05:145 (1,2,3) -
  2. 01:20:075 (1,2,3,4) - flow is a bit weird here , try this ?
  3. 01:21:488 (5,7) - so close , move (7) up a bit for better aesthetic

    same nc problem as hard , I guess
[easy]
  1. 00:27:483 (1) - place like this so flow will be better for beginners ?
  2. 00:55:475 (1) - no need to nc imo , I can't see anything in the music that need to nc here
good luck :)
Topic Starter
taku

CelsiusLK wrote:

from my q

[general]
looks fine

[hard]
  1. 00:09:952 (1,2,3,4,5) - stream here flow not really good imo it feel kinda weird here 00:10:235 (3,4,5) - and also transition here 00:10:376 (4,5) - can be improved a bit , suggestion from me fixed!
  2. 00:45:579 (1,2) - you can increase spacing here a bit , current feel a bit similiar to 00:43:317 (1,2) - whichcan make people confuse because they might think this is 1/2 spacing jumps instead of 1/1 fixed!
  3. 01:01:130 (10,1) - spacing here is pretty large compare to others jumps , I think it don't need to do large jumps like that , I would do something like this looks good thx! :)
  4. 01:06:785 (1) - I think this is not really necessary to nc , the music doesn't really change anything much here done!
  5. 01:24:033 (2) - nc this instead of 01:23:468 (1) - done!

    I think nc is kinda a bit messy , sometimes you follow vocal sometimes you follow vocal , I recommend just try to follow instrument the easiest way to make nc consistent here is to nc every downbeat (big white tick ) fixed!
[normal]
  1. 00:00:339 (1,2,3,4) - mmhmh I think continuous 1/2 circles like this is pretty hard for normal eventhough it's low bpm song , would prefer to just use some 1/2 here just like what you did in hard diff , apply to these too 00:02:883 (1,2,3) - and 00:05:145 (1,2,3) - fixed!
  2. 01:20:075 (1,2,3,4) - flow is a bit weird here , try this ? done!
  3. 01:21:488 (5,7) - so close , move (7) up a bit for better aesthetic done!

    same nc problem as hard , I guess fixed!
[easy]
  1. 00:27:483 (1) - place like this so flow will be better for beginners ? fixed!
  2. 00:55:475 (1) - no need to nc imo , I can't see anything in the music that need to nc here fixed!
good luck :)
great mod! :) thankyou ~~
Kibbleru
irc

call me back whenever

SPOILER
19:31 Kibbleru: hey u there?
19:31 taku: ye
19:31 Kibbleru: lets do a quick irc q:
19:31 *Kibbleru is listening to [http://osu.ppy.sh/b/369821 Ray - ebb and flow [TV Size]]
19:31 taku: okai :D
19:32 Kibbleru: the main problem that i have with this map is the spacing and some readability things
19:32 Kibbleru: 00:01:187 (3,1,2) - these rhythms are a bit hard to differentiate :X
19:32 Kibbleru: the 1/2 could use more spacing
19:32 taku: which diff? o.o
19:32 Kibbleru: 00:05:145 (1,2,3,1) - same thing here
19:32 taku: hard?
19:32 Kibbleru: oh sorry
19:32 Kibbleru: lol
19:32 *Kibbleru is editing [http://osu.ppy.sh/b/369821 Ray - ebb and flow [TV Size] [Hard]]
19:32 Kibbleru: hard
19:33 taku: xD
19:33 Kibbleru: if u want
19:33 Kibbleru: ur other option is to just overlap the 1/4
19:34 Kibbleru: 00:25:786 (2,3) - needs more spacing too or you can manual stack it under 2 for an antijump
19:34 Kibbleru: 00:29:745 (1,2) - try to lighten this jump a bit more,
19:34 Kibbleru: pattern is nice
19:34 Kibbleru: but in this case
19:35 Kibbleru: flow is a bit sharp
19:35 Kibbleru: and jump is quite back
19:35 taku: ok ok
19:35 Kibbleru: 00:39:641 (4,1) - maybe i'd just stack these
19:35 Kibbleru: 00:42:751 (3,1) - same
19:36 Kibbleru: 01:01:130 (9,1) - also kinda big :X
19:36 taku: putting this 00:42:751 (3) - to the same palce as 00:43:317 (1) -
19:36 taku: place*
19:36 Kibbleru: that works too
19:36 Kibbleru: q:
19:37 Kibbleru: 01:08:482 (1,2,3,4) - i would make these jups bigger to help prepare for this 01:09:330 (4,5,6) -
19:37 Kibbleru: 01:20:075 (1,2,1,2) - try to manual stack these for better readability
19:38 taku: ok i gonna work on the things you mention
19:38 taku: when you done can you post this chat log in the forum for kd? o:
19:39 Kibbleru: im planning to bubble this later lol so im just gunna say everything i'm concered with for now
19:39 taku: okai c:
19:39 Kibbleru: u can ignore me and read this chat log later
19:39 Kibbleru: ill just go on for now
19:39 *Kibbleru is editing [http://osu.ppy.sh/b/369822 Ray - ebb and flow [TV Size] [Normal]]
19:39 Kibbleru: ar 5 works better
19:40 taku: ok
19:40 Kibbleru: 00:02:883 (1,3) - nazi this slight overlap doesn't look that good
19:40 Kibbleru: 00:09:952 (1,3,4) - this part is too cluttered and hard to read :X
19:42 Kibbleru: 00:42:751 (3,1) - i would avoid this antijump especially since this part is kinda clustered
19:42 Kibbleru: 01:14:985 (1,3) - circle is too hard to see
19:42 Kibbleru: since its covered by the slider
19:43 Kibbleru: 01:20:075 (1,2,3,4) - this is really misleading
19:43 Kibbleru: 01:20:357 (2,4) - without looking at the numbers, people can misread this as basically a 1/2 01:20:357 (2,4) -
19:43 Kibbleru: consecutive thing
19:44 Kibbleru: something similar to this might be better http://puu.sh/hGs2q/5cc0eb2a78.jpg
19:44 Kibbleru: 01:23:750 (5,3) - nazi try to curve these less lol doesn't look good to me q:
19:44 taku: what does nazi mean btw? o.o
19:45 Kibbleru: like really picky suggestion
19:45 Kibbleru: that aren't important
19:45 taku: ahh
19:45 Kibbleru: 00:07:549 (1,1) - idk how you would, but try to have more recovery time on this spinner
19:45 Kibbleru: oh wait
19:45 Kibbleru: wtf
19:45 Kibbleru: im looking at wrong diff
19:45 Kibbleru: oh its the same thing in normal
19:45 Kibbleru: 00:07:549 (1,1) - yeah try to have more recovery time
19:46 Kibbleru: idk how u would do it though :X
19:46 Kibbleru: may have to just remove the spinner
19:46 taku: lol
19:46 Kibbleru: easy diff now
19:46 *Kibbleru is editing [http://osu.ppy.sh/b/369820 Ray - ebb and flow [TV Size] [Easy]]
19:46 Kibbleru: 00:07:407 (1,1) - same thing, it is recommended at least 4 beats for easy but since the bpm is low i think 3 would be fine
19:48 Kibbleru: 01:02:827 (2,4) - i would really try to avoid overlaps
19:48 Kibbleru: 01:17:530 (2,3,1) - eh this type of pattern is just weird
19:48 Kibbleru: for easy diffs
19:48 Kibbleru: the flow is technically good
19:49 Kibbleru: but the slider end doesn't properly direct people to the right object
19:49 Kibbleru: i guess another issue i have is how your kiai time is easier than the verses lol
19:50 Kibbleru: 00:52:365 (1) - 01:10:461 (1) - like this stuff really does not need to be simplified that much
19:50 taku: o:
19:50 Kibbleru: thats all i have for my ranting
19:51 Kibbleru: feel free to call me back after ur done applying this
19:51 taku: okai
19:51 taku: sry for not responding at all xD
19:51 Kibbleru: no its ok
19:51 Kibbleru: ill post this log onto chat
19:51 Kibbleru: i mean forum
Topic Starter
taku

Kibbleru wrote:

irc

call me back whenever

SPOILER
19:31 Kibbleru: hey u there?
19:31 taku: ye
19:31 Kibbleru: lets do a quick irc q:
19:31 *Kibbleru is listening to [http://osu.ppy.sh/b/369821 Ray - ebb and flow [TV Size]]
19:31 taku: okai :D
19:32 Kibbleru: the main problem that i have with this map is the spacing and some readability things
19:32 Kibbleru: 00:01:187 (3,1,2) - these rhythms are a bit hard to differentiate :X
19:32 Kibbleru: the 1/2 could use more spacing added more spacing
19:32 taku: which diff? o.o
19:32 Kibbleru: 00:05:145 (1,2,3,1) - same thing here ^
19:32 taku: hard?
19:32 Kibbleru: oh sorry
19:32 Kibbleru: lol
19:32 *Kibbleru is editing [http://osu.ppy.sh/b/369821 Ray - ebb and flow [TV Size] [Hard]]
19:32 Kibbleru: hard
19:33 taku: xD
19:33 Kibbleru: if u want
19:33 Kibbleru: ur other option is to just overlap the 1/4
19:34 Kibbleru: 00:25:786 (2,3) - needs more spacing too or you can manual stack it under 2 for an antijump made it into 1 note and fixed the spacing to :)
19:34 Kibbleru: 00:29:745 (1,2) - try to lighten this jump a bit more, changed, flows better now :)
19:34 Kibbleru: pattern is nice
19:34 Kibbleru: but in this case
19:35 Kibbleru: flow is a bit sharp
19:35 Kibbleru: and jump is quite back
19:35 taku: ok ok
19:35 Kibbleru: 00:39:641 (4,1) - maybe i'd just stack these done!
19:35 Kibbleru: 00:42:751 (3,1) - same ^
19:36 Kibbleru: 01:01:130 (9,1) - also kinda big :X changed the pattern and reduced the spacing a little should be good now :D
19:36 taku: putting this 00:42:751 (3) - to the same palce as 00:43:317 (1) -
19:36 taku: place*
19:36 Kibbleru: that works too
19:36 Kibbleru: q:
19:37 Kibbleru: 01:08:482 (1,2,3,4) - i would make these jups bigger to help prepare for this 01:09:330 (4,5,6) - made it bigger
19:37 Kibbleru: 01:20:075 (1,2,1,2) - try to manual stack these for better readability done!
19:38 taku: ok i gonna work on the things you mention
19:38 taku: when you done can you post this chat log in the forum for kd? o:
19:39 Kibbleru: im planning to bubble this later lol so im just gunna say everything i'm concered with for now
19:39 taku: okai c:
19:39 Kibbleru: u can ignore me and read this chat log later
19:39 Kibbleru: ill just go on for now
19:39 *Kibbleru is editing [http://osu.ppy.sh/b/369822 Ray - ebb and flow [TV Size] [Normal]]
19:39 Kibbleru: ar 5 works better changed it to ar5 ;)
19:40 taku: ok
19:40 Kibbleru: 00:02:883 (1,3) - nazi this slight overlap doesn't look that good hmm i fixed the 2nd slider so it looks a bit better now but i like the pattern on this :lol:
19:40 Kibbleru: 00:09:952 (1,3,4) - this part is too cluttered and hard to read :X fixed!
19:42 Kibbleru: 00:42:751 (3,1) - i would avoid this antijump especially since this part is kinda clustered fixed
19:42 Kibbleru: 01:14:985 (1,3) - circle is too hard to see
19:42 Kibbleru: since its covered by the slider fixed
19:43 Kibbleru: 01:20:075 (1,2,3,4) - this is really misleading
19:43 Kibbleru: 01:20:357 (2,4) - without looking at the numbers, people can misread this as basically a 1/2 01:20:357 (2,4) -
19:43 Kibbleru: consecutive thing
19:44 Kibbleru: something similar to this might be better http://puu.sh/hGs2q/5cc0eb2a78.jpg fixed it changed the pattern a bit
19:44 Kibbleru: 01:23:750 (5,3) - nazi try to curve these less lol doesn't look good to me q: curved it a little :)
19:44 taku: what does nazi mean btw? o.o
19:45 Kibbleru: like really picky suggestion
19:45 Kibbleru: that aren't important
19:45 taku: ahh
19:45 Kibbleru: 00:07:549 (1,1) - idk how you would, but try to have more recovery time on this spinner
19:45 Kibbleru: oh wait
19:45 Kibbleru: wtf
19:45 Kibbleru: im looking at wrong diff
19:45 Kibbleru: oh its the same thing in normal
19:45 Kibbleru: 00:07:549 (1,1) - yeah try to have more recovery time i don't think this is a big problem, i just put the note in the center so it isn't that hard to recover from it but that is just my opinion :D
19:46 Kibbleru: idk how u would do it though :X
19:46 Kibbleru: may have to just remove the spinner
19:46 taku: lol
19:46 Kibbleru: easy diff now
19:46 *Kibbleru is editing [http://osu.ppy.sh/b/369820 Ray - ebb and flow [TV Size] [Easy]]
19:46 Kibbleru: 00:07:407 (1,1) - same thing, it is recommended at least 4 beats for easy but since the bpm is low i think 3 would be fine i will let this stay as it is :)
19:48 Kibbleru: 01:02:827 (2,4) - i would really try to avoid overlaps fixed
19:48 Kibbleru: 01:17:530 (2,3,1) - eh this type of pattern is just weird fixed
19:48 Kibbleru: for easy diffs
19:48 Kibbleru: the flow is technically good
19:49 Kibbleru: but the slider end doesn't properly direct people to the right object
19:49 Kibbleru: i guess another issue i have is how your kiai time is easier than the verses lol
19:50 Kibbleru: 00:52:365 (1) - 01:10:461 (1) - like this stuff really does not need to be simplified that much changed the kiai :D
19:50 taku: o:
19:50 Kibbleru: thats all i have for my ranting
19:51 Kibbleru: feel free to call me back after ur done applying this
19:51 taku: okai
19:51 taku: sry for not responding at all xD
19:51 Kibbleru: no its ok
19:51 Kibbleru: ill post this log onto chat
19:51 Kibbleru: i mean forum
thx for the irc mod! :) i have pm'ed you
Kibbleru
i think u were afk in game so ill just do it here

[genera]
  1. you could add about 1000 ms of audio leadin to every diff
[easy]
  1. 00:07:407 (1,1) - no seriously :C the spinner recovery time is important (if you're wondering what that is. it's the time from the end of the spinner to the next note after.
    it is recommended at least 1500 ms for easy diff
[normal]
  1. 00:07:690 (1,1) - same as easy. 750 is the recommendation for normal diff
[hard]
  1. 00:20:697 (1,2) - you didnt fix this one yet :C

some tag suggestions: Nagi-Asu: A Lull in the Sea From the Calm Tomorrow Manaka Mukaido Hikari Sakishima Chisaki Hiradaira Kaname Isaki Tsumugu Kihara
^ idk i just copied it form lust's map
Kibbleru
kibubbleru
Topic Starter
taku
Thanks Kibbleru! \(>o<)ノ
Pereira006
hi, Random check

I will put only more important

[Easy]

Gameplay:

  1. 00:10:235 (4,1) - In 00:07:407 (3), That rhythm is change so better put NC in 00:10:235 (4) and remove NC in 00:10:800 (1)
  2. 01:07:351 (2,1) - Inconsistency spacing
look good

[Normal]

Hitsound:

  1. 01:07:351 (3) - missing add clap, Hard have it, look like you missing here
  2. 01:14:985 (1) - Missing add clap in end
Gameplay:

  1. 00:20:414 (3,1,2,3) - you style combo color is wrong, you should put NC in 00:20:414 (3) and remove NC in 00:22:110 (1), is really better for rhythm
  2. 00:38:510 (4) - missing NC
  3. 00:55:475 (1) - ~Really no need NC, remove NC
[Hard]

Gameplay:

  1. 01:21:488 (3) - missing add NC, Normal have NC
[]
Everthing look good, After done Call me pm me in inbox or ingame
Topic Starter
taku

Pereira006 wrote:

hi, Random check

I will put only more important

[Easy]

Gameplay:

  1. 00:10:235 (4,1) - In 00:07:407 (3), That rhythm is change so better put NC in 00:10:235 (4) and remove NC in 00:10:800 (1)
  2. 01:07:351 (2,1) - Inconsistency spacing
look good

[Normal]

Hitsound:

  1. 01:07:351 (3) - missing add clap, Hard have it, look like you missing here clap isn't supposed to be there :?
  2. 01:14:985 (1) - Missing add clap in end
Gameplay:

  1. 00:20:414 (3,1,2,3) - you style combo color is wrong, you should put NC in 00:20:414 (3) and remove NC in 00:22:110 (1), is really better for rhythm
  2. 00:38:510 (4) - missing NC
  3. 00:55:475 (1) - ~Really no need NC, remove NC
[Hard]

Gameplay:

  1. 01:21:488 (3) - missing add NC, Normal have NC
[]
Everthing look good, After done Call me pm me in inbox or ingame
ok done :)
Pereira006
Remove lot Timings, they now consistency
Fix Spinner last

Everthing look good and Congratz you first map Qualify

Qualify
Topic Starter
taku
yay! thankyou Pereira006 :)
Aka
strange mp3 zzzzzzzzz
Starfy
taku first ranked map congratz!! \:D/
DahplA
I remember modding this map >.> congrats on rank
Fycho
###B

Hello taku, your map has to be taken away from the Qualified section due to incorrect metadata: :(

Source should be NAGI NO ASUKARA, if you keep the romanised one.

Reference: http://www.nagiasu.jp/
img
This is from the background,

sorry for inconvenience, good luck.
Pereira006
call me when this get Hubble
Topic Starter
taku

Fycho wrote:

###0

Hello taku, your map has to be taken away from the Qualified section due to incorrect metadata: :(

Source should be NAGI NO ASUKARA, if you keep the romanised one.

Reference: http://www.nagiasu.jp/
img
This is from the background,

sorry for inconvenience, good luck.
fixed :D
Kibbleru
oh crap. LOL

faslkfjhsadsa
Topic Starter
taku
thanks kibble :)
Kibbleru
oh wait. i just realized the audio leadin is gone lol.

please add it before rank


aibat pls
Pereira006
let's do it again :D

Re-Qualify
Topic Starter
taku
yay
Kibbleru
lets hope this doesn't get dq'd again
IamKwaN
Greetings, your map has to be taken away from the Qualified section because of quality issues.

  1. Imbalanced SV setting across difficulties: E (1.0) > N (1.0) > H (1.7) - this makes Normal cramping like an Easy even with a 1.5x DS. Less significantly, it forces players to move fast between objects and slowly inside objects. The consequences is very minor but we still recommend using 1.3 - 1.4 SV to build up a well-balanced mapset.
  2. Disharmonious hitsounds in the kiai, soft-hitclap3.wav specifically - replace it with one which can integrate with the music seamlessly.
  3. In Hard, 00:09:952 (1,2,3,4,5) - Why are these having a overall spacing larger than every 1/4 rhythms else, e.g. 00:14:476 (2,3,4,5) - ? It makes little sense with similar musical intensity.
------
Try to throw a mod as a pure modder,
[Hard]
  1. 00:07:549 (1) - Starting at 00:07:973 - with the piano sound as support is more preferable.
  2. 00:19:424 (3) - I don't understand what this beat is for.
[Normal]
  1. 00:26:634 (2,1) - Blanketing halfway discomforts me quite a lot.
  2. 00:32:572 - Missing this beat with vocal and synthesizer makes little sense, try this: http://puu.sh/hOQlI/5c19253569.jpg
  3. 00:37:379 (2,3) - ^ You don't have to worry about the density of rhythm being too high, as you have so many jumps in Hard.
  4. 01:18:095 (6) - Slight spacing error which can be read naked-eye.
[Easy]
  1. 00:03:166 (2,1) - Last node of 00:03:166 (2) - and head of 00:04:863 (1) - land on nothing. Even with whistles, staggering with piano is very obvious. Suggestion: http://puu.sh/hOR8K/f85a19e65f.jpg
  2. 00:10:235 (1,2) - Combine them with a long slider such that the vocal on white tick isn't missed? http://puu.sh/hOReg/131f9aa0b5.jpg
  3. 00:26:069 (3) - It won't hurt even it's extended with a return, or something even more difficult: http://puu.sh/hORpe/e8572c9864.jpg
  4. 00:52:365 (1,2,3) - Following vocal makes the rhythm very absurd and it ruins hitsounding. The clap appears occasionally and the whistle comes up just to follow pieces of vocals, 00:54:910 (2) - isn't even hitsounded. So yea, try following instruments? In lower difficulties, you can't follow the vocal strictly because of the difficulty constraint, the whole thing just becomes choppy and void. If you really want to improve the map, redo the kiai please.
Good luck with requalification.
###M
Topic Starter
taku

IamKwaN wrote:

Greetings, your map has to be taken away from the Qualified section because of quality issues.

  1. Imbalanced SV setting across difficulties: E (1.0) > N (1.0) > H (1.7) - this makes Normal cramping like an Easy even with a 1.5x DS. Less significantly, it forces players to move fast between objects and slowly inside objects. The consequences is very minor but we still recommend using 1.3 - 1.4 SV to build up a well-balanced mapset. fixed
  2. Disharmonious hitsounds in the kiai, soft-hitclap3.wav specifically - replace it with one which can integrate with the music seamlessly. changed hitsound
  3. In Hard, 00:09:952 (1,2,3,4,5) - Why are these having a overall spacing larger than every 1/4 rhythms else, e.g. 00:14:476 (2,3,4,5) - ? It makes little sense with similar musical intensity. fixed
------
Try to throw a mod as a pure modder,
[Hard]
  1. 00:07:549 (1) - Starting at 00:07:973 - with the piano sound as support is more preferable. done
  2. 00:19:424 (3) - I don't understand what this beat is for. that beat there i mapped it on the vocal if you listen closely
[Normal]
  1. 00:26:634 (2,1) - Blanketing halfway discomforts me quite a lot. changed!
  2. 00:32:572 - Missing this beat with vocal and synthesizer makes little sense, try this: http://puu.sh/hOQlI/5c19253569.jpg thx! have it done :)
  3. 00:37:379 (2,3) - ^ You don't have to worry about the density of rhythm being too high, as you have so many jumps in Hard. fixed!
  4. 01:18:095 (6) - Slight spacing error which can be read naked-eye.fixed!
[Easy]
  1. 00:03:166 (2,1) - Last node of 00:03:166 (2) - and head of 00:04:863 (1) - land on nothing. Even with whistles, staggering with piano is very obvious. Suggestion: http://puu.sh/hOR8K/f85a19e65f.jpg fixed thx for this :D
  2. 00:10:235 (1,2) - Combine them with a long slider such that the vocal on white tick isn't missed? http://puu.sh/hOReg/131f9aa0b5.jpg done!
  3. 00:26:069 (3) - It won't hurt even it's extended with a return, or something even more difficult: http://puu.sh/hORpe/e8572c9864.jpg added in it thx for this sounds good! :)
  4. 00:52:365 (1,2,3) - Following vocal makes the rhythm very absurd and it ruins hitsounding. The clap appears occasionally and the whistle comes up just to follow pieces of vocals, 00:54:910 (2) - isn't even hitsounded. So yea, try following instruments? In lower difficulties, you can't follow the vocal strictly because of the difficulty constraint, the whole thing just becomes choppy and void. If you really want to improve the map, redo the kiai please.
Good luck with requalification.
###0
fixed almost everything u mentioned thx!
Kibbleru
I hope the last time

whoever's gunna rank this

00:26:069 (1,1,1,1) - I don't think nc spam is needed here in the nc so get him to fix it before u rank
Topic Starter
taku

Kibbleru wrote:

I hope the last time

whoever's gunna rank this

00:26:069 (1,1,1,1) - I don't think nc spam is needed here in the nc so get him to fix it before u rank
i need to fix the ending spinner sound to soft and lower the volume abit
Kibbleru
bleep
Pereira006
Alright

  1. huge fix NCs all diff's for now is consistency
  2. huge fix hitsound all diff's now is consistency
  3. Fix placements and flow in Normal
  4. increassing Quality
I accepte risky and my job is help people and community than I do care score and let's try again is final I hope

Re-qualify
Pereira006
sorry double post, is rank

congratz you first map :D
Topic Starter
taku

Pereira006 wrote:

sorry double post, is rank

congratz you first map :D
thanks 。◕‿◕。
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