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TOKINE - Negai o Yobu Kisetsu [Osu|CatchTheBeat]

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Topic Starter
guineaQ
This beatmap was submitted using in-game submission on 2016년 4월 25일 월요일 at 오후 3:03:57

Artist: TOKINE
Title: Negai o Yobu Kisetsu
Source: 夢想夏郷 〜A Summer Day's Dream〜
Tags: 東方project touhou 東方夢想夏郷2話・テーマソングアルバム musou kakyou theme song album 舞風 MAIKAZE comiket 83 alheak
BPM: 170
Filesize: 4387kb
Play Time: 01:29
Difficulties Available:
  1. Alheak's Normal (1.89 stars, 143 notes)
  2. Easy (1.48 stars, 101 notes)
  3. Hard (3 stars, 235 notes)
  4. Lunatic (4.22 stars, 326 notes)
  5. Rain (3.83 stars, 287 notes)
  6. Standard (2.22 stars, 172 notes)
Download: TOKINE - Negai o Yobu Kisetsu
Information: Scores/Beatmap Listing
---------------

Lazy Std/CtB Mapset - #1

feat. Alheak

k bois we are ready again

Difficulties


Standard
Easy - me
Normal - Alheak
Standard - me
Hard - me
Lunatic - me

Catch the Beat
Rain - me
Professor Gila
hey. do you want ctb GD? :3/
Topic Starter
guineaQ

lidahapi wrote:

hey. do you want ctb GD? :3/
eh I'm going to try to keep this set purely consist of my own diffs only (dunno about std cus I KNOW I will get lazy soon)
Professor Gila
owo
Kibbleru
16:36 Arphimigon: mainly cus they are usually so short and are just 1/2 hard patterns
16:36 BrosephStalin: omg sergio
16:36 BrosephStalin: It's like
16:36 Kibbleru: im back
16:36 Firmatorenio: lolkek
16:36 BrosephStalin: wb feg
16:36 MrSergio: And this is for standard rofl
16:36 BrosephStalin: l0l
16:36 MrSergio: Seriously, this is retarded
16:37 MrSergio: I don't even know how to map those on a Hard
16:37 Kibbleru: u know what pissese me off?
16:37 Kibbleru: theres this guy that talks in #osu
16:37 Kibbleru: and he has the name kibb
16:37 Kibbleru: so i get fking highlights everywhere
16:37 Kibbleru: akfjahkjasfhasf
16:38 guineaQ: take kibb off hl
16:38 guineaQ: ez
16:38 BrosephStalin: ez
16:38 BrosephStalin: close #osu
16:38 MrSergio: It sdoesnt' work ^
16:38 Kibbleru: it always opens itself
16:38 guineaQ: [http://osu.ppy.sh/ss/3718049 and fk slider breaks]
16:38 Kibbleru: idkw hy
16:38 Kibbleru: idk why*
16:38 MrSergio: #osu sends HLs anyway, even if closed
16:38 MrSergio: Since it is the mother channel
16:38 Kibbleru: why cant i close #osu without it opening it every fking time i open osu
16:38 MrSergio: (probably)
16:38 BrosephStalin: mama oss
16:39 Side: please
16:39 Firmatorenio: kibb: same for #announce
16:39 MrSergio: Now that I noticed, after I applied those ducking snaps my SS increased by 0.25 ._.
16:39 Side: I can open #osu right now and I'll get about 10 hls within an hour
16:40 Side: I even get hl'd in modreqs cuz of a few maps :v
16:40 guineaQ: cus your name is
16:40 guineaQ: yeah
16:40 Kibbleru: did u check out my side pocket map xd
16:41 Side: :v
16:41 Side: nope but link it I'll check it later
16:41 Firmatorenio: i wish i didn't wish i were hl'd not only when asked
16:41 BrosephStalin: what
16:42 guineaQ: fk slider breaks for real
16:42 *Jenny is watching [https://osu.ppy.sh/b/237156 Nelly Furtado - Maneater [Hard]] |Autoplay|
16:42 Jenny: Good map to have a look at.
16:42 Jenny: Good for structural/sliderpattern oriented patterning and balance :p
16:42 *Kibbleru is listening to [http://osu.ppy.sh/b/495191 Infinite Stratos Cast - BEAUTIFUL SKY]
16:42 Kibbleru: wait
16:42 *Kibbleru is editing [http://osu.ppy.sh/b/495191 Infinite Stratos Cast - BEAUTIFUL SKY [xxdeathx's Normal]]
16:42 Kibbleru: xd
16:42 Firmatorenio: i wish i were hl'd not only when arphi or dirai talk to me, and i also wish i didn't wish that
16:42 Kibbleru: death loves doing that
16:43 Side: gladi
16:43 Side: damn
16:43 Death: xxdeathx
16:43 BrosephStalin: xxfychox
16:44 Kibbleru: xxfychox
16:45 EviLKaZi: ..
16:45 Kibbleru: bored
16:45 Kibbleru: any1 wana talk
16:45 Firmatorenio: depends
16:46 Kibbleru: any1 want a public shitting on their map?
16:47 guineaQ: kibb when are you quitting bn
16:47 guineaQ: and please try and shit on my recent lunatic diff
16:47 Kibbleru: when they kick me
16:47 guineaQ: ok
16:47 guineaQ: that means never
16:47 Kibbleru: idk
16:48 Kibbleru: still pretty far from getting kicked i think lol
16:48 *guineaQ is listening to [http://osu.ppy.sh/b/788216 TOKINE - Negai o Yobu Kisetsu]
16:48 Kibbleru: whats ur recent lunatic diff
16:48 guineaQ: shit on this lunatic diff if u can
16:48 Side: kibb if you want I can link my map for you to shit on it lol
16:48 Side: except I won't be able to go through it right now x_x
16:48 Side: yeah do that guys he looks like he could use some :v
16:49 Kibbleru: 00:24:595 (1,2,3,4) - this is bad structure
16:50 Kibbleru: 00:25:654 (4) - should be a part of the prev pattern
16:50 Kibbleru: not just randomly away from it xd
16:50 EviLKaZi: Kibbleru known for his fast shit
16:50 Kibbleru: 00:31:301 (4,1,2) - troll
16:50 guineaQ: o damnj
16:50 guineaQ: i increased the ds by .1x too much for that
16:50 Kibbleru: 00:32:007 (3,1) - why not jut blank this
16:50 guineaQ: its blanketed to 1 baka
16:51 Kibbleru: also who the fk is the singer
16:51 guineaQ: 00:31:654 (1,3) - these blanket
16:51 Kibbleru: sounds like a male vocaloid
16:51 Kibbleru: and they suck
16:51 guineaQ: i have to fking idea
16:51 guineaQ: no fking idea*
16:51 guineaQ: and its human
16:51 Kibbleru: 00:53:360 (2) - a straight slider would be better fitting for ur current pattern of 00:52:831 (1,2) -
16:52 guineaQ: it would look like shit together though
16:52 guineaQ: and play like shit
16:52 Kibbleru: this momentum change is so weird 01:11:007 (7,1,2) -
16:52 Kibbleru: why dont u move 1 like over here or something
16:53 Kibbleru: http://puu.sh/klKwj/ec1aba9587.jpg
16:53 Kibbleru: better emphasis too
16:53 guineaQ: that works
16:53 Kibbleru: 01:16:478 (3,3) - wtf
16:53 Kibbleru: nvm
16:54 5unkEn: oh it's guinea, you made my fav map lel
16:54 guineaQ: hi
16:54 Jenny: Once people play the "lel" card, you know you got the wrong fanbase.
16:55 Kibbleru: LOL
16:55 Kibbleru: ok
16:55 5unkEn: ok then
16:55 5unkEn: kek
16:55 [-obee58-]: lel
16:55 Kibbleru: wana have a secret tip on how to make these look asthetically better
16:55 Kibbleru: 00:37:831 (4,5,6) -
16:55 Jenny: Subscribe to my twitch channel & patreon :^)
16:55 guineaQ: try
16:55 5unkEn: anyway lol
16:55 Kibbleru: u want to make the PHYSCAL distance between these 2 sliders equal 00:37:831 (4,5,6) -
16:55 Kibbleru: not DS distance
16:55 Kibbleru: physical distance
16:55 Jenny: (..that obviously wasn't entirely serious - I just don't like the "lel" thing, but it's not a big deal :p)
16:55 Kibbleru: http://puu.sh/klKIo/ae01174980.jpg
16:56 Kibbleru: idk im jut saying stuff that i personally do now
16:56 5unkEn: can someone play what I got so far and tell me what they think, regarding the pattern of the notes, i'm not sure if i'm doing it right... http://osu.ppy.sh/s/358538
16:56 guineaQ: that actually does look better
16:56 Jenny: You mean factoring the entirety of the sliderpath into the spacing.
16:56 Jenny: Visual spacing, not just edit spacing.
16:56 Kibbleru: ya
16:56 Kibbleru: thats what i mean
16:56 Kibbleru: xd
16:57 Kibbleru: i usually base alot of my patterns on visual spacing
16:57 Kibbleru: due to the leniency on sliders
16:57 5unkEn: oh just read that Jenny, lel is habit for me, it bothers me too sometimes
16:57 Jenny: There's edit spacing/DS, visual spacing, effective/realistic spacing (optimal playpathing) and followpoint spacing.
16:57 Jenny: Knowing the differences between them can be pretty helpful at times :p
16:58 Kibbleru: thanks xd
16:58 *Kibbleru is editing [http://osu.ppy.sh/b/788401 Type-Moon - Sword of Promised Victory (Fate/Kaleid version) [Insane]]
16:58 Kibbleru: yo i think ur timing is wrong
16:58 Kibbleru: r u sure there shouldbe a .70?
16:58 Kibbleru: have u tried just 127?
16:58 5unkEn: yeah, we went over it so many times yesterday lol
16:58 5unkEn: 127 falls off
16:58 guineaQ: considering that it sounds like pure instrumental song i wouldnt be surprised if it had decimal
16:58 5unkEn: you can try if you want though
16:58 Kibbleru: nvm it seems right
16:59 Kibbleru: bleh
16:59 guineaQ: kibb you got any more shit to throw at me
16:59 guineaQ: I'm catching some you know
16:59 Kibbleru: guineaQ: nah got no more
16:59 Firmatorenio: lol
16:59 guineaQ: ok
16:59 Kibbleru: the first part sounds off to me a bit
16:59 Kibbleru: offset wise
16:59 Kibbleru: idk
16:59 guineaQ: it is 1/12
16:59 Squigly: kibbleru uwu
16:59 Kibbleru: 00:06:732 (6,7) - whats with these 2 random whistles
17:00 Kibbleru: at least make them consistent or something
17:00 5unkEn: i'll do the hitsounds at the end, thoes were accidental lol
17:00 guineaQ: random whistle where
17:01 Kibbleru: in my general opinion
17:01 Kibbleru: patterns seem limited
17:01 guineaQ: o u r looking at different map
17:01 Kibbleru: doesnt seem too meta
17:02 Kibbleru: try copying some current mappers
17:02 5unkEn: alight, I'll go have a look at some
17:02 5unkEn: that's all I wanted to know really, thanks
17:03 guineaQ: kibb wanna post what you wrote for kds
17:03 guineaQ: 2 kds in fact
17:03 guineaQ: wait will it be 2 kds lemme check
17:03 Kibbleru: k ill save the entire modhelp log
Doyak
1:1 req

[Lunatic]
잡을 거 없는데요 ㅋㅋㅋㅋㅋ 어차피 제가 사소한 거 잡아봐야 재량으로 다 거절하실 거 같음
* 00:18:772 (7,3,2) - 너무 애매하게 겹치는 거 같은데 걍 스택?
* 00:23:890 (5,6) - 01:09:066 (5,6) - 5번 슬라가 끝나는 방향과 6번 슬라의 위치가 서로 반대편이라서 5번이 1번만 리버스하는 걸로 착각하기 쉬울 듯
* 00:36:419 (3,5) - 뭐라도 잡으려면 이런 담요모딩도 해야겠...
* 01:20:184 (4,5,6,7,8,9,10,11) - 여기 쭉 1/4 들리는데 하나의 연타로 길게 메우는 건 어떤지

님 점프패턴이 왜 몬스트라타 따라가는 것 같은 기분이 드는건지 ㅎㄷㄷ

굿럭 4모드 맵셋

+ 저의 400번째 포스트
Topic Starter
guineaQ

Doyak wrote:

1:1 req

[Lunatic]
잡을 거 없는데요 ㅋㅋㅋㅋㅋ 어차피 제가 사소한 거 잡아봐야 재량으로 다 거절하실 거 같음
* 00:18:772 (7,3,2) - 너무 애매하게 겹치는 거 같은데 걍 스택? 어차피 플레이 할 때 안보이고 사각형 형성 땜시.
* 00:23:890 (5,6) - 01:09:066 (5,6) - 5번 슬라가 끝나는 방향과 6번 슬라의 위치가 서로 반대편이라서 5번이 1번만 리버스하는 걸로 착각하기 쉬울 듯 그래서 딱히 추천할 해법은 없나요? ㅋㅅㅋ
* 00:36:419 (3,5) - 뭐라도 잡으려면 이런 담요모딩도 해야겠... po담요wer
* 01:20:184 (4,5,6,7,8,9,10,11) - 여기 쭉 1/4 들리는데 하나의 연타로 길게 메우는 건 어떤지 ㅇㅇ

님 점프패턴이 왜 몬스트라타 따라가는 것 같은 기분이 드는건지 ㅎㄷㄷ 아니 따지면 내가 먼저인데 ㅋ 그리고 몬스트라타 사각 점프 안쓰는 걸로 아는데? 요즘 매퍼들한테 기대를 별로 안해서 요즘 맵들 안봄..

굿럭 4모드 맵셋

+ 저의 400번째 포스트 우왕ㅋ굳ㅋ
Doyak
아 사각형보단 그 맵 전반에 육각형을 그리는 삼각점프가 많이 보여서 그랬음 ㅋㅋㅋㅋ 물론 그 분처럼 완전 정육각형은 아니고 좀 비뚤어지긴 했지만 ㅋㅋㅋㅋ
Xinely
did irc mod with baka guinea

love this ctb diff <3
Topic Starter
guineaQ
^^ becus nely was in a rush so she couldnt save the log
11:06 guineaQ: \owo/
11:07 Xinely: guinea \owo/
11:07 *guineaQ is listening to [http://osu.ppy.sh/b/788218 TOKINE - Negai o Yobu Kisetsu]
11:07 guineaQ: am i pro yet
11:08 Xinely: wtf
11:08 Xinely: m(____)m
11:08 guineaQ: i made hinsvar proud
11:08 Xinely: who is hinsvar
11:09 Xinely: xD
11:09 guineaQ: at first i was like
11:09 guineaQ: "are you serious"
11:11 Xinely: lol
11:11 Xinely: you did it at all
11:12 guineaQ: i suck at my own rain diff tho
11:12 guineaQ: i can pass it reliably but
11:12 guineaQ: [https://osu.ppy.sh/ss/3724069 ehhhhhhhhhhhhhhh]
11:12 guineaQ: once i start dropping
11:12 guineaQ: i start dropping like crazy ;w;
11:13 guineaQ: 2lazy
11:13 guineaQ: don't want to map normal and easy
11:13 Xinely: omg lol.. lemme see rain diff
11:14 Xinely: #wearelazy
11:14 guineaQ: #nekodesu
11:14 Xinely: :D
11:14 guineaQ: :D
11:14 Xinely: oh finally your flag is korea
11:14 guineaQ: yeah
11:14 guineaQ: i decided to stop misleading people
11:14 guineaQ: it was fun tho
11:15 guineaQ: "WAIT YOU ARE KOREAN?"
11:15 Xinely: inb4 me
11:15 guineaQ: there were plenty of others
11:15 guineaQ: its ok u are not the only one
11:16 Xinely: xD
11:16 Xinely: no dap should change flag too. i was trapped once again xD
11:16 guineaQ: its shioi now :3
11:18 Xinely: i know
11:19 Xinely: oh my.. i got pissed off with this internet.. brb
11:21 *Xinely is editing [http://osu.ppy.sh/b/788218 TOKINE - Negai o Yobu Kisetsu [Rain]]
11:21 Xinely: :D
11:21 guineaQ: \owo/
11:22 guineaQ: i really dont know
11:22 guineaQ: how ppl mod CtB
11:22 Xinely: 00:02:007 (1) - this is weird because no movement / no dash / no HDash
11:22 guineaQ: o
11:22 guineaQ: what should i do then senpai
11:22 Xinely: since the music is cymbal so i would suggest to make hdash.. 00:02:007 (1) - would suggest this to x:248
11:23 Xinely: hmm mod ctb.. should test and play it.. if you feel weird. you can mention lol..
11:23 guineaQ: oki
11:23 Xinely: 00:02:537 (2) - after fix that.. the distance from 00:02:007 (1) - to 00:02:537 (2) - is too close so make it a bit further.. (2) x:136
11:24 guineaQ: done w
11:24 Xinely: oh hdash = red fruits btw. in case if you arent familiar with that name
11:24 guineaQ: i know hdashes owo
11:25 Xinely: 00:03:948 (4) - for emphasize piano you can make a tiny jump.. i think move this to x:216?
11:25 guineaQ: oki
11:26 guineaQ: hmm
11:26 Xinely: 00:06:243 (1,2,3,4) - drums on them have same power so imo better to make their spacing consistent each other.. 00:06:419 (2) - x:12400:06:595 (3) - x:248
11:26 guineaQ: maybe a little closer since the piano isn't THAT loud compared to other pianos
11:26 guineaQ: ok ye you are right on that one
11:27 Xinely: yep im not telling for jump at piano on 00:06:772 - but.. seeing drums at 00:06:243 (1,2,3) - just so weird xD
11:27 Xinely: 00:07:654 (1) - HDash please because cymbal
11:27 guineaQ: i tried D:
11:28 Xinely: lol
11:28 Xinely: for that i can suggest 00:07:301 (5) - x:34000:07:654 (1) - x:504
11:28 guineaQ: owo)b
11:29 Xinely: 00:10:125 (5) - movement from 00:09:595 (4,5,1) - left - left - right just.. a bit weird for me.. i would say make zig zag movements instead.. just ctrl+g (5)
11:30 guineaQ: hm ok
11:30 Xinely: 00:10:478 (1) - also the curve feels weird in ctb xD
11:30 Xinely: i would move red anchor to x:476 x:175
11:30 guineaQ: i ran out of space D:
11:30 Xinely: lol
11:31 guineaQ: ok i did that
11:31 Xinely: 00:11:007 (2) - if you fixed 00:10:478 (1) - and feel the distance a bit far, may reduce to x:320
11:31 guineaQ: donee
11:33 Xinely: 00:13:213 (11) - hard to explain but.. hdash to catch this and then from (11) to 00:13:301 (1) - is timing jump (which SO hard to catch)
11:33 Xinely: i would suggest move 00:13:213 (11) - to x:408 so making HDash to catch 00:13:301 (1) - instead (cymbal hype :D)
11:34 guineaQ: personally i have 0 difficulty Fcing that pattern but ok lol
11:35 Xinely: just my personal taste if 00:14:360 (3) - no movement played not really well for me lol
11:35 guineaQ: but yeah your pattern works too
11:35 guineaQ: oh yeah
11:36 guineaQ: snare hit but no dash rip
11:36 Xinely: LOL
11:36 guineaQ: i should stop thinking like std mapping
11:36 Xinely: 00:18:595 (5) - i would ctrl+g this and move 00:18:948 (1) - x:100 to give hdash on cymbal
11:36 Xinely: lol exactly :P
11:37 guineaQ: done
11:38 Xinely: 00:23:890 (6) - nc please.. almost 15 fruits for 00:23:184 (1,2,3,4,5,6,7,8,9) - xD
11:39 guineaQ: wwwww
11:39 guineaQ: yeah done
11:39 guineaQ: u should see the end spinner though
11:39 guineaQ: the bananas pile up to the half of the screen LOL
11:39 Xinely: i dont see banana here xD
11:39 guineaQ: 01:23:007 - www
11:40 Xinely: they are apple in my layer ww
11:40 guineaQ: oh
11:40 guineaQ: i wish they were mangoes
11:40 Xinely: lol
11:41 Xinely: 00:29:890 (4) - anyway the drum is strong so make a jump here? x:452
11:41 guineaQ: k
11:41 Xinely: 00:30:243 (1) - because of that.. maybe make consistent spacing here? x:264
11:41 guineaQ: alrightt
11:42 Xinely: 00:38:360 (5) - stop making std and give movement aaa
11:42 guineaQ: asldkgjadflgjafdk
11:42 guineaQ: would ctrl+g work
11:42 guineaQ: or do i need to space it out more
11:43 Xinely: yep it works
11:43 guineaQ: phwe
11:43 Xinely: 00:37:831 (4) - but this slider's curve.. it doesnt have really well flow imo.. better you make it curved as shape as "C"
11:44 guineaQ: http://puu.sh/kns6R/9012ff72a3.jpg
11:44 guineaQ: ?
11:44 Xinely: yep
11:44 guineaQ: oki
11:45 Xinely: 00:42:066 (2) - maybe increase the distance a bit for emphasize vocal? x:400
11:45 guineaQ: ok
11:46 Xinely: 00:45:772 (1) - give movement aaa.. i mean ctrl+g
11:46 guineaQ: ctrl+g'd to victory
11:46 Xinely: ww
11:46 guineaQ: ww
11:46 Xinely: 00:50:007 (1) - ctrl+g for futher distance www
11:47 guineaQ: i knew you were going to poiint that out
11:47 Xinely: LOL
11:47 guineaQ: www
11:47 Xinely: 00:52:478 (5) - ctrl+g and x:284.. for hdash 00:52:831 (1) - aaa
11:48 guineaQ: hdashes ww
11:48 guineaQ: i actually find them easier to play
11:48 Xinely: yeeep
11:48 Xinely: but literally all cymbals better to give hdashes
11:49 guineaQ: wew
11:49 Xinely: 00:57:860 (5) - btw this circle cant give hdash as the drum is weak
11:49 guineaQ: o
11:49 guineaQ: O
11:49 Xinely: 00:57:860 (5,6,7) - move them all to x:172? 00:58:125 (8) - and this one can be added hdash so x:47
11:49 guineaQ: rip 1/4 pattern
11:49 Xinely: pls you looked like gaia now X_X
11:50 Xinely: 00:59:537 (3) - ctrl+g intensifies because spacing aaa
11:50 guineaQ: i ate gaia thats why
11:50 Xinely: LOL
11:51 Xinely: 01:04:125 (1) - it's up to you to give hdash or not since you have hdash for 01:04:654 (2) - lol.. just saying ~
11:51 guineaQ: ctrl+g is
11:51 guineaQ: lovely
11:51 Xinely: 01:09:772 (1) - HDash aaaaa.. 1/4 streams w/o hdash is just... monotoneeeeee
11:51 guineaQ: im mapping like std right there
11:52 guineaQ: do u see a triangle
11:52 guineaQ: 01:09:419 (7,8,1) - triangleee
11:52 Xinely: uep
11:52 Xinely: rip std
11:52 Xinely: 01:09:772 (1) - x:59 (if u agree 01:09:948 (2) - x:148)
11:52 guineaQ: i did something there
11:53 guineaQ: or i could do what u suggest
11:53 Xinely: up to you lol
11:54 guineaQ: im too busy changing stuff rn so i didnt have chance to playtest all the changes so far wwrwrww
11:54 Xinely: lol
11:54 guineaQ: so i rather follow your suggestion rather then putting something of mine in and making it sdalfasdfasdf
11:54 Xinely: sorry i have to do this fast as i will go to work in 4PM
11:54 Xinely: 01:15:419 (1) - hdash pleaseeee. end your std stuff aaaa
11:54 guineaQ: aaaaa
11:54 Xinely: i mean x:484 , and 01:15:948 (2) - x:160
11:55 guineaQ: done for world peace
11:55 Xinely: 01:18:243 (1) - yep give movement pls (ctrl+g cant work for this time rip lol)
11:55 guineaQ: x256
11:56 Xinely: yep work
11:56 Xinely: 01:20:537 (7) - x:152 pls.. timing jump rip
11:56 guineaQ: donerino
11:56 Xinely: 01:23:007 - why not add note here with hdash for epic ending diff aaaa
11:57 guineaQ: done
11:57 Xinely: if you do so starts your spin from 01:23:184 - (because ctb never know spinner in 1/4 gap
11:57 guineaQ: world peace achieved \owo/
11:57 Xinely: ok doneeeeee
11:57 guineaQ: yayyyy
11:57 Xinely: good ctb for first time?
11:57 Xinely: aaaaaaaaa
11:57 Xinely: i love this diff
11:57 guineaQ: i love you
11:58 guineaQ: <3
11:58 Xinely: <3
11:58 guineaQ: ok somehow i feel like i added bunch more dashes
11:58 guineaQ: yet star rating is same
11:58 guineaQ: oh well
11:58 Xinely: ok i go to work aaaaaa
11:58 guineaQ: aaaa
11:58 guineaQ: gl
11:58 Xinely: because star rating = how hard is it
11:58 Xinely: aaaaaaaaa
11:58 Xinely: that's nely's magic.. add more dashes but star rating is same
11:58 Xinely: ok cyaaaaaaaaaaaaaaaaaaaaaa
CLSW
헛 한국분의 캐치맵
Topic Starter
guineaQ

CLSW wrote:

헛 한국분의 캐치/스탠/태고/매니아 맵
Beomsan
수퍼 풀맵셋
Sangzin
From 한국모딩큐
랄까 풀맵셋이요....? 히이이익...?

[general]

  • 태그에 중요한(?) 東方project가 없는거 같네요. 추가하시는게 좋을듯?
    widescreen이 켜져있네요. 스토리보드 안넣을거면 꺼주세요.
    no combo color (뭐 나중에 넣으실거라 믿지만....)

[Lunatic]

  • 00:48:595 (1,2) - 왠지는 몰라도 이 스택은 뭔가 위화감이 있다? 라는 느낌이군요.
    01:16:478 (3,3) - 이건 확실하지는 않은데, 이렇게 리버스 슬라 가려저있으면 언랭으로 이어질 가능성이 있지 않을까요?
    01:20:537 (7) - Ctrl+G?

[Hard]

  • 00:50:007 (1) - 빨간 축이 너무 좁은거 같은데 약간 넓혀보시는건?
    01:03:243 (4) - 보컬따라 01:103:419 에 슬라 하는게 좋은거 같기도 하고...

[Normal]

  • 00:45:419 (3,1) - 디스턴스가 다르네요? 의도하셨다면 몰라도.... (의도하셨다고 생각들지만)
    00:48:595 (1) - ^
    노멀 보는 눈이 나쁘다보니 영......

지적할 게 없는데 어떻게 모딩하라는거죠

딴모드도 모딩해보고싶었지만 열자마자 20초안에 닫았습니다.......도움됫었으면 좋겠네요. GL! :)
Topic Starter
guineaQ

Sangzin wrote:

From 한국모딩큐
랄까 풀맵셋이요....? 히이이익...?

[general]

  • 태그에 중요한(?) 東方project가 없는거 같네요. 추가하시는게 좋을듯? 히잌
    widescreen이 켜져있네요. 스토리보드 안넣을거면 꺼주세요. 비디오 나중에 넣을거임
    no combo color (뭐 나중에 넣으실거라 믿지만....) ㅇㅇ

[Lunatic]

  • 00:48:595 (1,2) - 왠지는 몰라도 이 스택은 뭔가 위화감이 있다? 라는 느낌이군요. 일단 언스택 해봤으
    01:16:478 (3,3) - 이건 확실하지는 않은데, 이렇게 리버스 슬라 가려저있으면 언랭으로 이어질 가능성이 있지 않을까요? 항상 위험하게 살아서 그런지(?) 어떤건 용납되고 어떤건 용납안되는지 잘 알음
    01:20:537 (7) - Ctrl+G? 전 이런 이유 잘 안대지만 솔직히 말해서 제가 이거 흐름이 주관적으로 맘에 들어서 놔두겠음

[Hard]

  • 00:50:007 (1) - 빨간 축이 너무 좁은거 같은데 약간 넓혀보시는건? ㅇㅋ
    01:03:243 (4) - 보컬따라 01:103:419 에 슬라 하는게 좋은거 같기도 하고... 솔직히 하드라서 별로 상관없음

[Normal]

  • 00:45:419 (3,1) - 디스턴스가 다르네요? 의도하셨다면 몰라도.... (의도하셨다고 생각들지만) ㅇㅇ 의도한거임
    00:48:595 (1) - ^ ^
    노멀 보는 눈이 나쁘다보니 영......

지적할 게 없는데 어떻게 모딩하라는거죠 잘요

딴모드도 모딩해보고싶었지만 열자마자 20초안에 닫았습니다.......도움됫었으면 좋겠네요. GL! :)
모딩 ㄳㄳ
Kuki
nice map fam
2015-09-29 20:35 Kuki: ACTION is editing [http://osu.ppy.sh/b/788231 TOKINE - Negai o Yobu Kisetsu [Muzukashii]]
2015-09-29 20:35 Kuki: 00:00:596 (1) - Red perhaps? I don't exactly see how blue fits
2015-09-29 20:36 guineaQ: well i needed that to be different from 00:00:948 (2) -
2015-09-29 20:36 guineaQ: in color
2015-09-29 20:36 Kuki: ah true
2015-09-29 20:36 Kuki: and it's recurring
2015-09-29 20:36 Kuki: alright
2015-09-29 20:37 Kuki: 00:41:007 (22,23) - Ctrl+G perhaps here
2015-09-29 20:38 guineaQ: 00:40:654 (21,22) - are the same sound
2015-09-29 20:38 guineaQ: so i believe it makes more sense to keep them same color
2015-09-29 20:39 Kuki: aren't they different>
2015-09-29 20:39 Kuki: 21 is a piano
2015-09-29 20:39 Kuki: 22 is just a normal beat
2015-09-29 20:39 Kuki: no?
2015-09-29 20:39 guineaQ: synth
2015-09-29 20:39 guineaQ: the electronic sound owo
2015-09-29 20:40 Kuki: alright
2015-09-29 20:41 Kuki: 00:56:713 (37,1) - Same sound but different colors?
2015-09-29 20:41 guineaQ: snare :<
2015-09-29 20:43 guineaQ: if a high pitched sound overlaps with snare I put k
2015-09-29 20:43 guineaQ: but that part didn't have any so I put d
2015-09-29 20:43 Kuki: k
2015-09-29 20:43 Kuki: lol
2015-09-29 20:43 Kuki: k maybe i should stay away from the taiko diffs then
2015-09-29 20:43 guineaQ: #mappingishard
2015-09-29 20:43 Kuki: lol
2015-09-29 20:44 Kuki: unless there is anything in particular you'd like me to check?
2015-09-29 20:44 guineaQ: tbh I really need help in mania
2015-09-29 20:44 guineaQ: instead of other modes
2015-09-29 20:44 guineaQ: I already got some help for CtB
2015-09-29 20:46 guineaQ: ACTION waves his hand to see if Kuki is alive
2015-09-29 20:46 guineaQ: don't die on me
2015-09-29 20:47 Kuki: sorry
2015-09-29 20:47 Kuki: fam
2015-09-29 20:48 guineaQ: ok lol
2015-09-29 20:48 Kuki: i'm looking for a bg on another map too lol
2015-09-29 20:48 Kuki: alright
2015-09-29 20:48 Kuki: well i mena
2015-09-29 20:48 Kuki: mean*
2015-09-29 20:48 Kuki: taiko is easy to map well
2015-09-29 20:48 Kuki: ctb is like
2015-09-29 20:48 Kuki: literally do whatever and it's fine
2015-09-29 20:48 guineaQ: bgs are like the hardest thing to do in mapping /s
2015-09-29 20:48 Kuki: they are /nots
2015-09-29 20:49 guineaQ: well tbh
2015-09-29 20:49 guineaQ: I do spend like hours finding BGs =w=
2015-09-29 20:49 guineaQ: especially for DnB songs <w<
2015-09-29 20:50 guineaQ: I even made a map just to use a BG I found somewhere
2015-09-29 20:50 guineaQ: that moment when a map is made for BG not the song lol
2015-09-29 20:50 Kuki: yeah same
2015-09-29 20:50 Kuki: i usually edit my own
2015-09-29 20:50 Kuki: i have ~150 bgs i've edited lol
2015-09-29 20:50 guineaQ: most images that I like aren't in 16:9
2015-09-29 20:50 Kuki: yeah
2015-09-29 20:51 Kuki: I use pixiv but like
2015-09-29 20:51 guineaQ: so I edit A LITTLE to make it 16:9
2015-09-29 20:51 Kuki: it sucks
2015-09-29 20:51 Kuki: yeah
2015-09-29 20:51 Kuki: anyways
2015-09-29 20:51 Kuki: ACTION is editing [http://osu.ppy.sh/b/788261 TOKINE - Negai o Yobu Kisetsu [NM]]
2015-09-29 20:51 Kuki: this looks fine to me
2015-09-29 20:51 guineaQ: ACTION is listening to [http://osu.ppy.sh/b/646835 Yasuda Rei - Brand New Day (Short ver.)]
2015-09-29 20:51 Kuki: i'm also shit so no guarantees
2015-09-29 20:51 guineaQ: btw this is the map
2015-09-29 20:51 guineaQ: lol ok
2015-09-29 20:51 Kuki: it is nice bg
2015-09-29 20:51 Kuki: nice
2015-09-29 20:51 guineaQ: we digressed somehow to BGs
2015-09-29 20:52 Kuki: yeah hahah
2015-09-29 20:52 Kuki: ACTION is editing [http://osu.ppy.sh/b/788215 TOKINE - Negai o Yobu Kisetsu [HD]]
2015-09-29 20:53 Kuki: uhhh okay this looks fine too
2015-09-29 20:53 Kuki: lol
2015-09-29 20:53 guineaQ: uhhh
2015-09-29 20:53 guineaQ: I guess you can mod std only lol
2015-09-29 20:53 Kuki: hahahh
2015-09-29 20:53 Kuki: should I just irc
2015-09-29 20:53 Kuki: lmfao
2015-09-29 20:54 guineaQ: yeah go ahead
2015-09-29 20:54 guineaQ: I have like 2 hours
2015-09-29 20:55 Kuki: k
2015-09-29 20:55 Kuki: odds are it won't take that long
2015-09-29 20:55 guineaQ: YOU NEVER KNOW
2015-09-29 20:55 Kuki: also get alheak to pm me and i'll irc for him too
2015-09-29 20:55 Kuki: lol
2015-09-29 20:55 guineaQ: >speaking from experience
2015-09-29 20:55 Kuki: ACTION is editing [http://osu.ppy.sh/b/791526 TOKINE - Negai o Yobu Kisetsu [Standard]]
2015-09-29 20:55 Kuki: hahah
2015-09-29 20:56 Kuki: 00:15:243 (3) - make center tick a red one fma
2015-09-29 20:56 Kuki: famam
2015-09-29 20:57 guineaQ: making the center of S slider red tick gives an ugly slope at the mid part for me
2015-09-29 20:58 Kuki: yea cause it isn't symmetrical
2015-09-29 20:58 Kuki: should work symmetrically
2015-09-29 20:58 Kuki: ok normal is good
2015-09-29 20:58 Kuki: very good
2015-09-29 20:58 Kuki: no issues for me
2015-09-29 20:59 Kuki: ACTION is editing [http://osu.ppy.sh/b/788298 TOKINE - Negai o Yobu Kisetsu [Hard]]
2015-09-29 20:59 guineaQ: [http://puu.sh/ks9X5/495f3417bc.jpg everyone is happy now]
2015-09-29 20:59 Kuki: ye nice
2015-09-29 21:00 Kuki: waaa
2015-09-29 21:00 Kuki: 00:42:595 (3,4) -
2015-09-29 21:00 Kuki: spacing change but nothing to emphasis\
2015-09-29 21:00 Kuki: e
2015-09-29 21:00 guineaQ: vocalssss
2015-09-29 21:01 Kuki: no=op
2015-09-29 21:01 Kuki: nop
2015-09-29 21:01 guineaQ: yep
2015-09-29 21:01 guineaQ: but w/e i can fix it
2015-09-29 21:01 Kuki: how
2015-09-29 21:01 guineaQ: stacked 4 on 1
2015-09-29 21:02 Kuki: ya that's wicked
2015-09-29 21:03 guineaQ: ezfix
2015-09-29 21:03 Kuki: ok doneskies
2015-09-29 21:03 Kuki: ACTION is editing [http://osu.ppy.sh/b/788216 TOKINE - Negai o Yobu Kisetsu [Lunatic]]
2015-09-29 21:03 guineaQ: k
2015-09-29 21:04 guineaQ: this is going much faster then I expected but k
2015-09-29 21:04 Kuki: yeah sorry your map is just really good
2015-09-29 21:04 Kuki: trust me if it was bad i would probably tell you to remap lmfao
2015-09-29 21:05 Kuki: 00:02:007 (1) - curve the end of this a little? would look nice
2015-09-29 21:05 guineaQ: hm ye
2015-09-29 21:05 Kuki: 00:12:947 (1) - nc perhaps?
2015-09-29 21:05 guineaQ: I think I did it
2015-09-29 21:05 guineaQ: but idk
2015-09-29 21:05 Kuki: mk lol
2015-09-29 21:06 guineaQ: i dont think that NC would really matter
2015-09-29 21:06 guineaQ: except for keeping combo count below 10
2015-09-29 21:06 Kuki: yea
2015-09-29 21:07 guineaQ: NC does impact HP pretty heavily
2015-09-29 21:07 Kuki: piano also gets louder though
2015-09-29 21:07 guineaQ: so I don't want to accidentally tip the HP balance
2015-09-29 21:07 Kuki: would it not be ideal here since it's a stream?
2015-09-29 21:07 guineaQ: hmm
2015-09-29 21:08 guineaQ: k then it wouldn't be end of the world
2015-09-29 21:08 Kuki: yep
2015-09-29 21:08 Kuki: 00:35:184 (1) - nc here too perhaps?
2015-09-29 21:09 Kuki: not for hp just cause emphasis is different here
2015-09-29 21:09 guineaQ: nah for that one
2015-09-29 21:09 Kuki: mk
2015-09-29 21:09 guineaQ: I mainly use NC spam if its like
2015-09-29 21:09 guineaQ: super hard part and needs hp boost
2015-09-29 21:10 guineaQ: since I don't really use NCs for emphasizing things weirdly enough
2015-09-29 21:10 Kuki: lol aight
2015-09-29 21:11 Kuki: i feel like
2015-09-29 21:11 Kuki: 01:19:654 (1,2,3,4,5,6,7,8,9,10,11,1,2) -
2015-09-29 21:11 Kuki: somewhere there needs a nc
2015-09-29 21:11 guineaQ: yeah
2015-09-29 21:11 Kuki: cause that looks to me like the hardest part in the map
2015-09-29 21:11 Kuki: and you only have a nc at the end
2015-09-29 21:11 guineaQ: it plays well tho
2015-09-29 21:11 guineaQ: i put nc on
2015-09-29 21:11 guineaQ: 01:20:537 (1) -
2015-09-29 21:11 Kuki: yeah i was thinking that too
2015-09-29 21:11 Kuki: cool
2015-09-29 21:12 Kuki: coolcoolcoolcool
2015-09-29 21:12 Kuki: coolcoolcoolcool
2015-09-29 21:12 Kuki: done
2015-09-29 21:12 Kuki: lol
2015-09-29 21:12 guineaQ: wowowowowow
2015-09-29 21:12 guineaQ: ez kds ez life
2015-09-29 21:13 Kuki: lol
2015-09-29 21:13 Kuki: good map
2015-09-29 21:13 guineaQ: best thing about hybrid set
2015-09-29 21:13 Kuki: no surprises since ur like
2015-09-29 21:13 Kuki: good at mapping
2015-09-29 21:13 guineaQ: you hit 12 sp so fast
2015-09-29 21:13 Kuki: lmfao
2015-09-29 21:13 guineaQ: the bad thing is
2015-09-29 21:13 Kuki: best thing about any set is that you hit 12 so fast
2015-09-29 21:13 guineaQ: you have to find like 5 BNs
2015-09-29 21:13 Kuki: lmao
2015-09-29 21:13 Kuki: yeah
2015-09-29 21:13 Kuki: hahah
2015-09-29 21:14 guineaQ: k post irc log plsu
2015-09-29 21:14 Kuki: na
2015-09-29 21:14 Kuki: yea
2015-09-29 21:14 Kuki: lol
Arphimigon
From mod Q

I'm modding this on my birthday because I <3 your maps

[General]
Dis is PP mapset
I generally disagree with your use of angling and leniency, but that's just your style. They however made me feel a bit weird in-play since my wrist is a bit different due to my unique playstyle, so if anything due to placements/angles you disagree with it's likely because of that.
Also if I was to address the above issue in this mod (as that is basically the only problem I have with the whole mapset) then this would be a wall of text of angles I find weird, but its stylistic. Just wanted to emphasise that I found them generally weird (if you don't get what I mean, take for instance and blanket with a slider in the middle that point's outwards, or stuff like this

[Alheak's Normal]
Perfectly made normal.
00:38:713 (1,2) - I find it weird that there is a 1/1 gap here, shouldn't there be a sound at 00:39:243 - ?
00:59:890 (1,2,3) - This is the only offputting rhythm to me, I can see how this is following the vocal however 01:00:243 - in the last cases this is a slider end (being 1/1 after the main downbeat). I see you do this a bunch later so this is skippable.
(01:23:095 (1) - 6 second spinner on an easiest diff on mapset is kinda much, I wouldve ended it somewhere around 01:26:007 - where the quiet hi hats are to be nicers on the less experienced people's wrists)

[Standard]
Most these patterns feel real odd for AR5. ik its an easy diff but either the AR is too low of the constant stacking + overlaps are too much D: Also most of the time you can see the next two stackable 1/1 objects before you even hit the slider before the objects that are being stacked as seen here making them feel much faster than 1/1.
00:06:772 (2,3,1) - The angles in these are really weird esp for a normal/justabovenormal. Can't 3 just be in line with the last slider's curve and point to the next one? (I'll suspect a response about ruining the pattern, but really also the stack is kinda hard to see when all the last stacks have had the 4|4 spacing)
00:23:890 - This noise is a higher pitch than the last two sounds in this slider, I'd remove the reverse and go slider-slider-note-note-slider for this pattern
00:28:831 (1,2,3) - Doesn't this angle feel a bit off to you? I personally am a big fan of following my sliders to full and that end curve makes me feel as though that linear pattern shouldn't be so linear to play it right.
00:34:125 (2,1) - Why stack this when the last 1/1s weren't stacked and its still in the same musical section sounding the same?
01:00:243 (2) - Two notes please? The end is quite strong compared to the start. Most the other times you do this is with 1/2 sliders, I excused them because they are quite fast, but when its 1/1 it would be nice to hit them stronger beats on easier diffs.

[Hard]
00:12:595 - I see your consistent rhythm but I feel as though this sound should be mapped in this case, with slider 4 being another note and this timestamp being a 1/2 slider
00:20:360 (1,2,3,4) - Enough higher pitch to feel different to me, can't you remove the stack/add more spacing?
00:28:125 (2,3) - This unneeded stack is kinda... unneeded and flow-breaking
00:35:184 (3,4) - With the first three sounds of the reverse slider being heard but the fourth not, this sounds really weird since it reverses four times. You probably don't want to add hitsounds to the last reverse, so can you remove it instead? If it followed slider 2 directly right it could work:

[Lunatic]
00:01:213 - This is kinda weird not being mapped in the hardest diff somehow. If its with the last note being made into a long slider or if there is a 1/4 note here, either way.
00:11:890 (1,2,3,4,5,6,7,1,2,3,4,1) - No matter how hard I try, there is always a weird snap from slider 3 to the stream, which goes against the direction of the stream start. Can't the stream go left instead of right?
00:43:831 (5,6,7,1) - These feel much more jumpier than they are mapped, there is instruments and vocals here to support some more distancing.
(00:46:478 (6,7) - These feel undermapped inb4 slider jumps that you hate)
01:21:065 (1,2,3) - Kind of wide angling from slider 2 to 3 considering it is fairly easy to get from 1 to 2, I'd really simplify that movement instead of making it so sudden.

*flies*
Alheak

Arphimigon wrote:

[Alheak's Normal]
Perfectly made normal.
00:38:713 (1,2) - I find it weird that there is a 1/1 gap here, shouldn't there be a sound at 00:39:243 - ? yes you're right, changed
00:59:890 (1,2,3) - This is the only offputting rhythm to me, I can see how this is following the vocal however 01:00:243 - in the last cases this is a slider end (being 1/1 after the main downbeat). I see you do this a bunch later so this is skippable. I understand that it could a problem, im considering changing this if this is reported again
(01:23:095 (1) - 6 second spinner on an easiest diff on mapset is kinda much, I wouldve ended it somewhere around 01:26:007 - where the quiet hi hats are to be nicers on the less experienced people's wrists) this is the last object, it shouldn't matter that much gameplay-wise, but ill change it if it gets mentionned again
Thanks arphi

updated
osu file format v14

[General]
AudioFilename: negai o yobu kisetsu.mp3
AudioLeadIn: 0
PreviewTime: 58390
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.6

[Metadata]
Title:Negai o Yobu Kisetsu
TitleUnicode:願いを呼ぶ季節
Artist:TOKINE
ArtistUnicode:時音
Creator:guineaQ
Version:Alheak's Normal
Source:夢想夏郷 〜A Summer Day's Dream〜
Tags:東方project touhou 東方夢想夏郷2話・テーマソングアルバム musou kakyou theme song album 舞風 MAIKAZE comiket 83 alheak
BeatmapID:792023
BeatmapSetID:358463

[Difficulty]
HPDrainRate:3
CircleSize:3
OverallDifficulty:4
ApproachRate:4
SliderMultiplier:0.9
SliderTickRate:1

[Events]
//Background and Video events
0,0,"to.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
596,352.941176470588,4,2,1,40,1,0
1301,-100,4,2,1,60,0,0
2007,-100,4,2,1,70,0,0
21772,-100,4,2,1,60,0,0
24595,-100,4,2,1,50,0,0
35890,-100,4,2,1,60,0,0
58478,-100,4,2,1,90,0,1
83007,-100,4,2,1,90,0,0
83890,-100,4,2,1,80,0,0
85301,-100,4,2,1,75,0,0
86713,-100,4,2,1,65,0,0
87419,-100,4,2,1,55,0,0
88125,-100,4,2,1,35,0,0
88831,-100,4,2,1,15,0,0
89537,-100,4,2,1,5,0,0


[HitObjects]
44,307,596,6,0,P|88:315|132:307,1,90,0|8,1:0|0:0,0:0:0:0:
214,271,1301,2,0,P|258:262|302:270,1,90,0|0,0:0|0:0,0:0:0:0:
384,307,2007,6,0,L|386:207,1,90,6|8,0:0|0:0,0:0:0:0:
368,175,2537,2,0,L|370:75,1,90,2|2,0:0|0:0,0:0:0:0:
352,43,3066,1,8,0:0:0:0:
266,72,3419,6,0,B|221:87|221:87|173:87,1,90,2|8,0:0|0:0,0:0:0:0:
88,87,4125,1,0,0:0:0:0:
66,126,4301,1,2,0:0:0:0:
57,170,4478,1,8,0:0:0:0:
100,249,4831,6,0,P|144:240|188:248,1,90,2|8,0:0|0:0,0:0:0:0:
230,264,5360,2,0,P|258:229|274:187,1,90,2|2,0:0|0:0,0:0:0:0:
277,142,5890,1,8,0:0:0:0:
254,54,6243,6,0,B|282:50|282:50|314:58|314:58|342:54,1,90,2|8,0:0|0:0,0:0:0:0:
431,40,6948,1,0,0:0:0:0:
443,83,7125,1,2,0:0:0:0:
455,126,7301,1,8,0:0:0:0:
455,216,7654,6,0,L|428:313,1,90,6|8,0:0|0:0,0:0:0:0:
416,345,8184,2,0,P|381:316|339:300,1,90,2|2,0:0|0:0,0:0:0:0:
294,299,8713,1,8,0:0:0:0:
221,351,9066,6,0,B|177:363|177:339|133:351,1,90,2|8,0:0|0:0,0:0:0:0:
43,365,9772,1,0,0:0:0:0:
52,321,9949,1,2,0:0:0:0:
74,282,10125,1,8,0:0:0:0:
155,243,10478,6,0,L|246:236,1,90,2|8,0:0|0:0,0:0:0:0:
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403,171,11537,1,8,0:0:0:0:
341,105,11890,6,0,P|296:96|252:105,1,90,2|8,0:0|0:0,0:0:0:0:
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303,272,14360,1,8,0:0:0:0:
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308,277,18948,6,0,P|336:242|352:200,1,90,6|8,0:0|0:0,0:0:0:0:
357,155,19478,2,0,P|328:120|312:78,1,90,2|2,0:0|0:0,0:0:0:0:
308,33,20007,1,8,0:0:0:0:
397,34,20360,6,0,L|486:35,1,90,2|8,0:0|0:0,0:0:0:0:
499,125,21066,1,0,0:0:0:0:
454,126,21242,1,2,0:0:0:0:
409,127,21418,1,8,0:0:0:0:
321,150,21772,6,0,B|321:209|321:209|314:239,1,90,0|8,1:0|0:0,0:0:0:0:
225,258,22478,2,0,B|225:317|225:317|218:347,1,90,0|8,1:0|0:0,0:0:0:0:
127,347,23184,6,0,B|120:317|120:317|120:258,1,90,2|8,0:0|0:0,0:0:0:0:
31,239,23890,2,0,B|24:209|24:209|24:150,1,90,0|8,0:0|0:0,0:0:0:0:
84,82,24595,6,0,B|167:43|246:41|346:72|346:72|276:114|268:225|368:302|469:242|483:176,1,630,6|8,0:0|0:0,0:0:0:0:
395,151,27419,6,0,B|256:176|256:128|127:151|127:151|165:222|152:304|94:357|94:357|158:336|227:347,1,630,2|8,3:2|0:0,0:0:0:0:
317,356,30243,6,0,B|321:311|294:268|239:255|239:255|188:213|182:142|182:142|226:164|265:175|265:175|287:180|308:190|308:190|327:121|394:93|394:93|345:103|294:100,1,630,2|8,3:2|0:0,0:0:0:0:
223,59,33066,6,0,B|179:37|136:60|136:60|109:61|88:55,2,135,2|0|8,3:2|3:0|0:0,0:0:0:0:
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138,305,35184,2,0,P|180:289|214:261,1,90,8|8,0:0|0:0,0:0:0:0:
258,182,35890,6,0,B|305:174|305:174|346:182,1,90,6|8,0:0|0:0,0:0:0:0:
382,210,36419,2,0,L|470:226,1,90,2|2,0:0|0:0,0:0:0:0:
506,255,36948,1,8,0:0:0:0:
448,324,37301,6,0,L|359:340,1,90,2|8,0:0|0:0,0:0:0:0:
270,324,38007,1,0,0:0:0:0:
225,332,38183,1,2,0:0:0:0:
181,340,38359,1,8,0:0:0:0:
91,349,38713,6,0,P|98:304|91:260,1,90,2|8,3:2|3:2,0:0:0:0:
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100,84,39772,1,8,0:0:0:0:
189,80,40125,6,0,L|251:6,1,90,2|8,0:0|0:0,0:0:0:0:
315,70,40831,2,0,L|405:37,1,90,0|8,0:0|0:0,0:0:0:0:
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433,234,42066,2,0,L|416:329,1,90,2|2,0:0|0:0,0:0:0:0:
385,354,42595,1,8,0:0:0:0:
302,319,42948,6,0,B|272:312|272:312|213:312,1,90,2|8,0:0|0:0,0:0:0:0:
167,312,43478,2,0,B|108:312|108:312|78:305,1,90,2|2,0:0|0:0,0:0:0:0:
35,290,44007,1,8,0:0:0:0:
58,203,44360,6,0,B|68:176|68:176|91:153|91:153|102:126,1,90,2|8,1:2|0:0,0:0:0:0:
186,159,45066,2,0,B|196:132|196:132|195:99|195:99|205:73,1,90,0|8,1:0|0:0,0:0:0:0:
285,115,45772,6,0,B|280:145|280:145|259:200,1,90,2|8,0:0|0:0,0:0:0:0:
281,288,46478,1,8,0:0:0:0:
303,375,46831,1,8,0:0:0:0:
364,309,47184,6,0,P|368:264|385:223,1,90,6|8,0:0|0:0,0:0:0:0:
413,187,47713,2,0,P|430:146|434:101,1,90,2|2,0:0|0:0,0:0:0:0:
429,55,48243,1,8,0:0:0:0:
339,58,48595,6,0,P|340:35|347:14,2,45,2|2|8,0:0|0:0|0:0,0:0:0:0:
343,103,49125,2,0,L|327:198,1,90,2|2,0:0|0:0,0:0:0:0:
321,236,49654,1,8,0:0:0:0:
266,307,50007,6,0,B|244:284|244:284|215:233,1,90,2|8,0:0|0:0,0:0:0:0:
214,187,50537,2,0,B|204:157|204:157|174:107,1,90,2|2,0:0|0:0,0:0:0:0:
135,84,51066,1,8,0:0:0:0:
101,167,51419,6,0,L|127:212,2,45,2|0|8,0:0|3:0|0:0,0:0:0:0:
63,141,51948,2,0,P|34:106|17:64,1,90,2|2,3:2|0:0,0:0:0:0:
11,19,52478,1,8,0:0:0:0:
98,40,52831,6,0,P|142:45|186:38,1,90,6|8,0:0|0:0,0:0:0:0:
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358,39,53890,1,8,0:0:0:0:
398,119,54243,6,0,P|416:106|431:89,2,45,2|2|8,0:0|0:0|0:0,0:0:0:0:
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224,159,55301,1,8,0:0:0:0:
210,247,55654,6,0,B|200:276|200:276|170:326,1,90,2|8,1:2|0:0,0:0:0:0:
80,320,56360,2,0,B|89:290|89:290|119:240,1,90,0|8,1:0|0:0,0:0:0:0:
171,166,57066,6,0,P|165:121|146:80,1,90,2|8,0:0|0:0,0:0:0:0:
191,76,57595,2,0,P|226:48|252:12,1,90,0|2,0:0|0:0,0:0:0:0:
292,32,58125,1,8,0:0:0:0:
285,121,58478,6,8,B|321:151|321:151|361:165,1,90,6|8,0:0|0:0,0:0:0:0:
404,180,59007,2,0,L|399:273,1,90,2|2,0:0|0:0,0:0:0:0:
396,315,59537,1,8,0:0:0:0:
310,343,59890,5,2,0:0:0:0:
248,277,60243,2,0,B|224:256|224:256|173:228,1,90,8|0,0:0|0:0,0:0:0:0:
89,193,60948,1,8,0:0:0:0:
51,111,61301,6,0,L|89:26,1,90,2|8,0:0|0:0,0:0:0:0:
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234,22,62360,1,8,0:0:0:0:
275,101,62713,6,0,P|301:137|336:165,1,90,2|8,0:0|0:0,0:0:0:0:
414,211,63419,1,0,0:0:0:0:
387,247,63595,1,2,0:0:0:0:
352,275,63771,1,8,0:0:0:0:
267,306,64125,6,0,L|171:298,1,90,6|8,0:0|0:0,0:0:0:0:
130,221,64831,2,0,L|226:213,1,90,0|8,0:0|3:2,0:0:0:0:
268,137,65537,6,0,P|303:108|329:72,1,90,2|8,0:0|0:0,0:0:0:0:
366,97,66066,2,0,P|407:113|452:117,1,90,2|2,0:0|0:0,0:0:0:0:
497,117,66595,1,8,0:0:0:0:
489,206,66948,6,0,P|447:222|402:226,1,90,2|8,0:0|0:0,0:0:0:0:
357,222,67478,2,0,P|312:226|270:242,1,90,2|2,0:0|3:2,0:0:0:0:
231,265,68007,1,8,3:2:0:0:
167,328,68360,6,0,L|70:325,1,90,2|8,0:0|0:0,0:0:0:0:
118,245,69066,1,0,0:0:0:0:
134,203,69242,1,0,0:0:0:0:
138,158,69418,1,8,0:0:0:0:
124,69,69772,6,0,B|160:47|160:47|207:38,1,90,6|8,0:0|0:0,0:0:0:0:
272,100,70478,2,0,B|308:122|308:122|355:131,1,90,0|8,0:0|0:0,0:0:0:0:
443,148,71184,5,2,0:0:0:0:
497,219,71537,2,0,L|493:317,1,90,8|0,0:0|0:0,0:0:0:0:
405,330,72243,1,8,0:0:0:0:
316,351,72595,6,0,L|312:253,1,90,2|8,0:0|0:0,0:0:0:0:
257,189,73301,2,0,L|254:144,2,45,0|2|8,0:0|0:0|0:0,0:0:0:0:
179,235,74007,6,0,P|137:251|92:255,1,90,2|8,0:0|0:0,0:0:0:0:
3,242,74713,2,0,L|5:286,2,45,0|2|8,0:0|0:0|0:0,0:0:0:0:
60,172,75419,6,0,L|56:74,1,90,6|8,3:2|0:0,0:0:0:0:
57,36,75948,2,0,P|98:52|143:56,1,90,2|2,3:2|0:0,0:0:0:0:
188,52,76478,1,8,3:2:0:0:
227,132,76831,6,0,B|255:128|255:128|287:136|287:136|315:132,1,90,2|8,0:0|0:0,0:0:0:0:
404,120,77537,1,0,0:0:0:0:
404,164,77713,1,2,0:0:0:0:
405,209,77889,1,8,0:0:0:0:
338,270,78243,6,0,B|314:290|314:290|263:318,1,90,2|8,0:0|0:0,0:0:0:0:
188,268,78948,2,0,B|211:247|211:247|262:219,1,90,0|8,0:0|0:0,0:0:0:0:
336,167,79654,2,0,B|358:131|358:131|367:84,1,90,2|8,0:0|0:0,0:0:0:0:
297,26,80360,1,0,0:0:0:0:
252,25,80536,1,0,0:0:0:0:
209,40,80712,1,0,0:0:0:0:
160,116,81066,6,0,B|151:160|151:160|179:189|187:220|183:241,2,135,6|2|2,3:2|3:2|0:0,0:0:0:0:
200,96,82301,2,0,P|254:158|270:255,1,180,0|6,3:0|3:2,0:0:0:0:
256,192,83095,12,0,89537,0:0:0:0:
Topic Starter
guineaQ

Arphimigon wrote:

From mod Q

I'm modding this on my birthday because I <3 your maps

[General]
Dis is PP mapset
I generally disagree with your use of angling and leniency, but that's just your style. They however made me feel a bit weird in-play since my wrist is a bit different due to my unique playstyle, so if anything due to placements/angles you disagree with it's likely because of that.
Also if I was to address the above issue in this mod (as that is basically the only problem I have with the whole mapset) then this would be a wall of text of angles I find weird, but its stylistic. Just wanted to emphasise that I found them generally weird (if you don't get what I mean, take for instance and blanket with a slider in the middle that point's outwards, or stuff like this

[Standard]
Most these patterns feel real odd for AR5. ik its an easy diff but either the AR is too low of the constant stacking + overlaps are too much D: Also most of the time you can see the next two stackable 1/1 objects before you even hit the slider before the objects that are being stacked as seen here making them feel much faster than 1/1. AR 6
00:06:772 (2,3,1) - The angles in these are really weird esp for a normal/justabovenormal. Can't 3 just be in line with the last slider's curve and point to the next one? (I'll suspect a response about ruining the pattern, but really also the stack is kinda hard to see when all the last stacks have had the 4|4 spacing) ctrl+g'd 1
00:23:890 - This noise is a higher pitch than the last two sounds in this slider, I'd remove the reverse and go slider-slider-note-note-slider for this pattern What I heard : 00:23:537 - high pitch -> 00:23:713 - low pitch -> 00:23:890 - bounce up to higher pitch again, hence the reverse slider
00:28:831 (1,2,3) - Doesn't this angle feel a bit off to you? I personally am a big fan of following my sliders to full and that end curve makes me feel as though that linear pattern shouldn't be so linear to play it right. curved 1 a little
00:34:125 (2,1) - Why stack this when the last 1/1s weren't stacked and its still in the same musical section sounding the same? they dont sound the same, the downbeat for the next section which is stacked have very strong snare. While spacing them OUT does emphasize, stacking also does the job for lower difficulties as both methods emphasizes sounds by meddling with momentum.
01:00:243 (2) - Two notes please? The end is quite strong compared to the start. Most the other times you do this is with 1/2 sliders, I excused them because they are quite fast, but when its 1/1 it would be nice to hit them stronger beats on easier diffs. k

[Hard]
00:12:595 - I see your consistent rhythm but I feel as though this sound should be mapped in this case, with slider 4 being another note and this timestamp being a 1/2 slider The piano sound is actually on 1/4, not the white tick, I was considering to do something different but that offbeat piano prevented me from doing so.
00:20:360 (1,2,3,4) - Enough higher pitch to feel different to me, can't you remove the stack/add more spacing? Ah, this one is following the drums which doesn't really have any pitch difference to follow, when the drums and the REALLY strong piano overlap I mix in a different spacing like I did in 00:17:184 (3) -
00:28:125 (2,3) - This unneeded stack is kinda... unneeded and flow-breaking i placed it on top of another slider head instead see if that changes anything
00:35:184 (3,4) - With the first three sounds of the reverse slider being heard but the fourth not, this sounds really weird since it reverses four times. You probably don't want to add hitsounds to the last reverse, so can you remove it instead? If it followed slider 2 directly right it could work: THAT IS JUST ME BEING DUMB

[Lunatic]
00:01:213 - This is kinda weird not being mapped in the hardest diff somehow. If its with the last note being made into a long slider or if there is a 1/4 note here, either way. Because I despise 3/4 gaps and there isn't any singular/uniform sound to justify slider body inbetween
00:11:890 (1,2,3,4,5,6,7,1,2,3,4,1) - No matter how hard I try, there is always a weird snap from slider 3 to the stream, which goes against the direction of the stream start. Can't the stream go left instead of right? although I'm fine with it as it is, I'm also fine with the other way as well
00:43:831 (5,6,7,1) - These feel much more jumpier than they are mapped, there is instruments and vocals here to support some more distancing. The vocals are dying down now, there is no need to take the 00:45:772 (1,2,3,4,5,6,7,8) - glory
(00:46:478 (6,7) - These feel undermapped inb4 slider jumps that you hate) buff stick inc
01:21:065 (1,2,3) - Kind of wide angling from slider 2 to 3 considering it is fairly easy to get from 1 to 2, I'd really simplify that movement instead of making it so sudden. 01:21:595 - calls for it though

*flies*
Seijiro
From "The Pro People's Modding Queue for Noobs (we have cookies!)" with Arphi :3 We really need a banner or a logo or whatever :<
Quad-mode mod hype /o/

Also, as Arphi said, seeing the quality of the map the following suggestions will be either personal preference on some flows/looks or just nazi things you can avoid changing


[General]
  1. Cooooolooooors >.<
    Heart warming colors :*

    [Colours]
    Combo1 : 255,94,94
    Combo2 : 128,255,0
    Combo3 : 255,128,64
    Combo4 : 255,128,192
  2. AIBat is telling me this, but I can't udnerstand why tbh... myabe it's just a bug...
  3. BG is fine :3
  4. Audio files are fine :3
  5. Moe level within acceptable values x) Oh wait, this is OT :P


~ Standard ~



[Lunatic]
  1. {Pattern} 00:00:948 (2) - I was wondering... why isn't this a 1/2 slider even if you have a somehow long note there? It feels a bit strange to stop there, because the next part is just a stream compressed into 2 sliders with repeats which is really boring with the current little break in the middle. Remember also that you click only on the slider head, so it won't change much from now, beside improving a bit how you express the music into your map (I really think you should map that little finish/clap sound there xD)
  2. {Nazi} 00:10:478 (1) - The angle you use here is really... "angled" (lol). What I mean is that it is common to use such sliders to emphasize the exact point where you change direction. As I said, it is nazi, but it would be nice to make it more softer, since there isn't really any beat to be emphasized
  3. {Pattern} 00:12:595 (4,5,6,7,1,2,3,4) - Here I just wanted to keep a little more of consistency with 00:01:301 (3,4) - (which is the same pattern in the music). What I suggest is to make the first 4 circles into a slider with repeats as you did before: this isn't for consistency only, but also because I don't really hear that much "movement" for those first notes. (It will also give a bit more emphasis to the next circles in the stream). Things which made me also suggest this: 00:12:947 (1) - the hitsounding on this object
  4. {Flow} 00:17:537 (1,2,3,4) - I really wonder why this pattern's flow feels so strange from the other ones. Basically, I found that the problem is the equal spacing between 1, 2 and 3 (with also the decrese in 3 -> 4). The pattern I'm about to tell you is just one among the ones I find out to work better (by a bit or even by a lot), but it is obviously just an example and you should find the one you feel more appropriate considering what I told you about the current flow: just stack 00:17:713 (2) - on top of 00:17:537 (1) - (maybe you should also try to decrease a bit the spacing between 1+2 and 3 since it is a bit too big). Anyway, I hope you get the point (please take this in consideration, even if you deny it, because that pattern really stands out seeing the other flows :/)
  5. {Hitsounding} I found a little problem with the drum-hitnormal. Actually, that isn't the real problem. The real problem is that you use it alone: as it is now, that hitsound can be berely considered an hitsound since there isn't much feedback from the object itself (I noticed this while playing. It was like "Did I miss or something? Where is the hit?"). My suggestion is to change the drum-hitnormal into a whistle (the sampleset is up to you) and leave at least a soft-hitnormal together with that whistle for the fore mentioned reasons. Here are those objects with that "problem": 00:29:360 (2) - (head); 00:30:772 (3) - (head again, and it is also the modt problematic imo); 00:38:890 (2) - ; 00:51:595 (2) - ; 00:52:654 (6) - ; 01:08:184 (5) - ; 01:22:301 (8) - .
    Btw, the basis on which I made this suggestion is due to the rest of your hitsounds: you use a lot of kick sounds and normal-hitnormals, which are really intense compared to that whistle. Therefore there is this big difference that makes it even less audible (it makes you think that it's a song's instrument actually)
  6. {Flow} 00:26:537 (2) - I guess this is really personal, but a Ctrl + G would suit a lot here. You use it for 00:28:478 (4) - where it doesn't really fit tho, so maybe keep the square pattern of 00:27:419 (1,2,3,4) - and do a Ctrl + G on 4 too
  7. {Pattern} 00:30:595 (2,3) - It just threw me off a bit while playing, but what aboud stacking these 2 objects? (at 2's current pos). It is a really calm part and comoared to the others the current jump feels kinda big. Instead, 00:33:066 (1,2) - this one feels normal due to the slider leniency somehow (please don't ask me why, I'm trying to understand that thing too xD)
  8. {Pattern} 00:48:419 - You mapped such notes till now (00:03:595 (2) - ; 00:06:419 (2) - ; 00:09:243 (2) - and so on...) but why here you don't? It feels empty and I really expected it while playing. It also fits perfectly imo if you keep this note stacked under the previous 3, creating the nice drop you used at the beginning
  9. {Aesthetics} 00:50:537 (2) - I usually try to avoid that last straight part of the slider, unless I use it for a blanket or something, because it's not the best shape imo (it's just play and boring, without any important meaning usually), so what about adding a waypoint on that part to make it a bit curvy, like this
  10. {Flow}00:52:654 (6,1) - I can't really see enough emphasis on 1, beacuse the line 5 -> 6 has a too small angle to 1. My suggestion would be to move 5 on top of 00:51:595 (2) - , so you can keep the flow created with the previous zigzag (00:51:419 (1,2,3,4) - )
  11. {Pattern} 00:58:301 (9) - This note is really something additional imo, seeing the little break at 00:56:713 (5,1) - . Removing it will also create a nice effect of separated rhythms for the whole combo: before and after this combo there is the same rhythm and the same patterns and the break will put more emphasis on this fact. (Imo you should also move 8 at around 320|312 to keep the spacing similar to 00:56:713 (5,1) - )
  12. {Aesthetics} 01:17:184 (3) - Isn't it more common to make a blanket with something already visible? It fells also strange to follow a curve which is in the opposite direction of the oval flow you use till now (01:15:419 (1,2,3,1,2) - Reference here). Wither do a Ctrl + H or just make it straight maybe...
  13. {Pattern} 01:21:243 (2) - Your hitsounding is also saying "there are 2 strong beats here". Imo you should make clickable both those notes, because they're pretty strong. Unfortunately I wasn't able to find something fitting with your style (my style is way too different for this, sorry) so you'll have to see if you can place that new circle. Obviously, as it is now it's perfectly fine, but I think it's a waste to not use that note :/
Moe mapping, moe hitsounding. Use (my) moe colors and you'll be the moe-est :3

[Hard]
  1. { Flow} 00:03:419 (1,2,3,4) - I'm a bit concerned of the flow of this pattern (and also all the other similar patterns). The curve create with 2, 3 and 4 is a bit misleading, because creating a curve means giving a different "tone" to each note, while here you have almost the same intesity for each one of them. The cause is mostly because of the restrictions of how Hards should be mapped (the spacing, basically). This is complicated as hell to explain, so here's my suggestion: stack 3 on top of 4 (same goes for the other similar patterns). Once you try it out you can notice how the stacked note gives more intensity to the slider's head and less to 2
  2. {Really nazi} 00:25:301 (2) - The first curve has a smaller angle than the second (probably intentional), but I jsut wanted to point it out x)
  3. {Pattern} 01:03:243 (4,5) - This is similar to the pattern mentioned before. Imo you should add a repeat on 4 instead of using a circle, creating also a nice drop on the next slider
Apart from that strange pattern, everything looks fine. Really nice =w=b

[Standard]
  1. {Pattern} 00:55:654 (1,2) - Using the slider end on white ticks feels a bit wasted. Why not removing the repoeat from the 1/1 slider, then adding a 1/2 sldier at 00:56:360 - and a circle at 00:56:713 - ? Imo it feels more natural to click on them this way. Same goes for 00:35:890 (1,2) - , which I skipped before, lol, and also 00:38:713 (1,2) - and also, oh well, you get it xD
  2. {Pattern} 01:21:772 (3,4) - This is a bit awkward, tho, I can't really explain why (probably just a matter of feel). What about a 1/1 slider + a circle instead? I know this is a bit drastic seeing the current pattern, but the rhythm is a bit complex here and it's also hard to map it properly on a Normal diff (Normal+ probably)
Pretty solid diff, nothing else to say

[Easy]
  1. 00:24:595 (1,1,1) - I love how you placed the angles where there were certain sounds. Really good job =w=b
Wow, really nice and solid diff, good job :3


~ Taiko ~



[Oni]
  1. 00:01:213 - Is it just me, or there seriously is a note here? .-. (or maybe you heard it and you just skipped it...)
  2. I find that using a triple at the end of a pattern, for example in 00:02:360 (12,13,14,15,16,17) - , but also in many others, is a bit awkward (at least for me) because there is no actual sound sustaining it forcing you to create some pattern fitting ths music. This is obviously really really subjective, but I would have rather used the triple, take the example from before, placed starting from 00:02:537 - because you create more pressure on the last note which falls on a white tickthis way
  3. 00:15:331 (12,13) - I had a hard time to catch this, because I couldn't connect the triple with a constant high pitch sound (I'm referring to the ddk, in particualr to the first 2 notes), therefore what about a Ctrl + G on those notes I highlighted?
  4. 00:23:713 (26,27,28,29,30,31,32,33,34,35,1) - As it is now it makes me think to the same pattern as the previous 2 streams, but is it really the same? At least the end feels a bit awkward, because they look like the same sound for me, therefore you should make them all the same (probably k). I also had in mind another pattern, but it's a bit different from what you did, so you probably don't like it. Here, just in case you want to see it
  5. 00:41:007 (25,26,27,1) - I like the pattern, but there's few emphasis on that last finish imo. With a Ctrl + G on 00:40:301 (22,23) - you create a difference in pressure, which results emphasizing 00:41:537 (1) - imo
  6. 00:51:419 (19,20,21,22) - I don't think you should treat this part the same as 00:49:478 (11,12,13,14) - . The sound isn't the same and I'd also like to create the same difference as explained above, so what about a Ctrl + G on 00:51:772 (21,22) - ?
  7. 00:54:772 (36) - This is probably personal, but I think this note should be a d due to the grave sound from the vocals and also the piano...
  8. 01:08:890 (53,54,55,56,57,58) - This is a bit complex... Firstly, the stream should start from 01:08:890 - so there is a note missing at 01:08:978 - . Secondly, I hear the stream going on till 01:09:772 - , but you mapped only the first half... D: Is this intentional? I know that it could become a too long stream, but you can alsways use a lot of triples one after another or put a break in the middle or something, but leaving it half way feels of "incompliteness" :/ (Yeah, I saw 01:20:184 (55,56,57,58,59,60,61,62) - but that pattern is different since you put the starting point earlier, and you also have a stronger sound which covers the stream halfway)
  9. 01:09:772 (1,2,3,4,5,6,7,8,9,10,11,12) - This long pattern feels really long, since there aren't any others of this length (actually, later on there are, but in that place it feels really long, above all because of the previous stream ending earlier). What about removing 01:10:125 (3) - : it can also work out in a better way if you accept both this suggestion and the above

[Muzukashii]
  • I was going to point one thing (yeah, just one), but Yuii- discracted me and I lost that note lol. It wasn't a big deal anyway, sicne the map looks really good and solidd



~ Catch the Beat ~



[Rain]
    1. 00:06:772 (4) - I'd use a similar (probably the same) slider as for 00:04:831 (1) - , placed at around 88|256 (oh, wait, you just need the x...) in order to give a bit more of emphasis to the jump 00:06:595 (3,4) - because of your hitsounding. Doing that will also compromise the next slider, so maybe do a Ctrl + G on 00:07:301 (5) - but then you'll have less emphasis on 00:07:654 (1) - so idk >.< (this is probably something you don't need to cahnge: I'm not sure myself lol)
    2. 00:17:537 (1,2) - and 00:17:890 (3,4) - It would be cool if these jumps can have the same spacing of 00:17:537 (1,2) - . Basically, I think 00:17:890 (3,4) - is too short, compared with the previous 00:03:419 (1,2,3,4) - and 00:06:243 (1,2,3,4) -
    3. 01:20:184 (4,5,6,7,8) - Why no stream here? ;w;



~ Mania ~



[HD]
  1. {Pattern} 00:02:007 (2007|0,2007|2) - The problem here is that after a stream like that it's hard to give the right emphasis on that note because the player has to use both hands to tap that (and it is highly possible he won't press exactly at the same time with both hands which makes all the emphasis go away). My suggestion is to move the single note on the 2nd column, as you did for 00:13:301 (13301|3,13301|2) -
  2. {Pattern} 00:04:654 (4654|0,4831|3,4831|2) - Here you have the first note on the 1st column, thile the other 2 are on the opposite hand. The problem is that one of the second notes has the same sound of the first one which makes me want to click again on the same column. This is a bit up to you since I don't know how you want to move things around or if you even want to move them at all xD. This reasoning can be applied only when you use the same sound for 2 1/2 notes (like this one here) and the first movement is a single note on one hand while the second movement is using 2 notes on the other hand only (sorry for the long and complez explanation, but that's how it is imo). When you have the same sound but you use only one note for each movement it is fine to change on whatever column tho. What a movement is
  3. {Flow} 00:24:419 (24419|3,24507|2) - Imo they would fit better if you switch their columns: this will give a better flow coming from the stream and it will give more emphasis on 00:24:595 (24595|1,24595|0) - since they are on the opposite hand
  4. {Pattern} 00:46:301 (46301|3) - Imo this ruins the rhythm, since also your hitsounding is saying that there are only the other 2 notes in that triple. My suggestion here is to remove that note and convert 00:46:125 (46125|0) - into a 1/1 LN. This will help keeping the vocals as well as giving the same feeling of that single note you have to remove (even if I admit that it kinda breaks the flow there :/. Probably removing that note and doing nothing else is the best)
  5. {Flow} Regarding the stream starting from 01:09:066 - I'd say that it doesn't follow a distinctive sound, at least while playing I wasn't able to find it, so I tried rearranging the second half to match the piano notes: Here. Obviously it's just a scatch
  6. 01:22:125 (82125|3,82213|2,82301|1) - This straight scale ruins the zig-zag flow you create with the rest of the patterns for this part, so what about moving 01:22:125 (82125|3) - on the 2nd column? As for 00:35:184 (35184|1,35272|2,35360|1) -
Nice diff tho, my suggestion are really nitpickings here =w=b

[NM]
  1. {Flow} 00:23:537 (23537|3,23713|2) - This part is a bit misleading for the next part: 00:23:890 (23890|0,24066|3,24243|0) - . Imo you should switch their columns, increasing the jump from 00:23:713 - to 00:23:890 -
  2. {Pattern} 00:35:184 (35184|3,35360|2,35537|0) - Ot would be nice to use the same pattern used for 00:23:890 (23890|0,24066|3,24243|0) - since it also has the same hitsounding (kinda xD). There is also few emphasis on each note, so...
  3. {Pattern} 00:45:066 (45066|0,45243|1,45419|2,45595|3,45772|2,45948|1,46125|3,46301|0,46478|2,46654|3,46831|0,47007|1) - This is a really long pattern and it is also a bit misleading, since there aren't more particular breaks which tells me to what you're switching. See if you can remove a note or 2 in there (or even edit the pattern to make it more intuitive, like moving 00:45:595 (45595|3) - on the 1st column or switching columns for 00:46:478 (46478|3,46654|2) - or something like that. It doesn't really matter since this is a NM, but the flow really needs a bit more of work in this part)
  4. {Pattern} 01:22:831 (82831|3,82831|2) - The rhythm is decreasing here so what about keeping just one note?
Another really nice diff. I would probably say that mania is the best sub-mapset in here x)

Alright, that's all (I hope at least xD)
Nice mapset, keep it up =w=b
The day I'll be a BN will come and that day I will qualify your mapsets :3 *runs*

Oh, right, take a star for your efforts and for the song ;)
Ploenar
어디서 왔는지는 예상될거라 믿고 바로 모딩 시작

[General]
  1. Widescreen Support 사용 안하는듯 한데, 체크 해제해주시는게 좋을것 같아요.
  2. 유니코드 타이틀 맨 뒤에 알수없는 문자가 있는데 복사하시면서 인식 안되는 문자같은게 같이 복사된듯 합니다. 노말에는 제대로 적혀있으니 그거 복사해서 다시 적어주시는게 좋을것 같아요.
[Muzukashii]
  1. 00:00:596 (1,2) - 이상한건 아닌데 개인적으로는 d k이 더 괜찮은것 같아요.
  2. 00:25:831 - 보컬에 맞춰서 노트 추가하시는 편이 플레이하기엔 더 재밌을것 같네요.
  3. 00:28:654 - 마찬가지로 노트 추가
  4. 00:32:360 (25) - 바로 다음 부분인 00:33:419도 흰틱에 있는 음은 무시하고 보컬에 찍으셨으니 여기도 보컬에 맞춰서 00:32:184로 이동 및 k으로 변경하는편이 좋을것 같아요.
  5. 00:35:537 (37) - 음이 낮아지는 느낌은 아니고, 그렇다고 이전음에 비해서 약하다고 생각이 들지는 않네요. 그냥 k으로 두는게 좋지 않나 조심스럽게 제안해봅니다.
  6. 00:42:948 (7) - 보컬음이 워낙 강하기 때문에 여기 음은 빼도 괜찮을듯 싶어요.
  7. 00:44:890 - 노트 추가? 나쁘지 않은 느낌이라 생각이 듭니다만...
  8. 00:45:772 (17,18,19) - 곡에 맞춘다면 d kk이 맞다고 생각해요.
  9. 00:51:419 (16) - 보컬이 이어지긴 하는데, 개인적으로는 18번하고 같은 음이므로 d으로 바꾸는게 좋다고 생각됩니다.
  10. 01:03:243 (21) - 01:03:419로 이동하는편이 보컬에도 맞고 플레이하기도 자연스러울겁니다.
  11. 01:22:478 (8) - 이거 1/2 정도 뒤로 이동시켜준뒤에 01:22:831에 D 추가해주는게 곡에 더 어울릴것같아요. 실제로 멜로디도 그렇게 있고 하니 변경해보는거 고려해보시는게 좋을듯 해요.
[Rain]
  1. 00:01:301 (3,4,5,6) - 캐치는 잘 못해서 모르겠는데. 느낌상 좌우로 이동하는식으로 이렇게 배치해주는게 좋지 않나 조심히 말해봅니다. 만약 바꾸셨다면 다음 패턴으로 넘어갈때 어색한 느낌이 드니 다음 노트들도 위치 수정 필요합니다.
  2. 00:06:243 (1,2,3,4) - 마찬가지로 너무 한방향으로 길게 이어지는것 같아요. 레인이니 좀더 좌우로 이동하는듯한 패턴을 추가하는것도 나쁘진 않을거라 생각해요.
  3. 00:22:831 (3) - Ctrl + G? 만약 하신다면 다음 노트와의 거리가 좀 짧다고 느껴지니 거리 좀 벌려주시는게 좋을것 같아요.
  4. 00:23:713 (4,5,1) - x축 오른쪽으로 좀더 이동하는 편이 좀 더 재밌을것 같네요.
  5. 00:31:654 (1,2,3,4) - 박자가 좀 미묘하다는 느낌이 드네요. 박자랑 패턴 이런식으로 하는건 어떤가요?
  6. 00:57:595 (2,3,4,5,6,7,8) - 2, 3, 4랑 4, 5, 6 거리를 좀더 벌리고 8번 거리를 약간만 좁히는게 좋을것 같아요.
캐치모딩은 그냥 내용 늘리려고 쓴거라 적용 안하는게 나을수 있습니다. 오니는 다른분 모딩 확인하시고 나면 확인해볼께요.
Topic Starter
guineaQ

MrSergio wrote:

From "The Pro People's Modding Queue for Noobs (we have cookies!)" with Arphi :3 We really need a banner or a logo or whatever :<
Quad-mode mod hype /o/

Also, as Arphi said, seeing the quality of the map the following suggestions will be either personal preference on some flows/looks or just nazi things you can avoid changing


[General]
  1. Cooooolooooors >.< cooooooooloooooooooors
    Heart warming colors :*

    [Colours]
    Combo1 : 255,94,94
    Combo2 : 128,255,0
    Combo3 : 255,128,64
    Combo4 : 255,128,192
  2. AIBat is telling me this, but I can't udnerstand why tbh... myabe it's just a bug... fixed it
  3. BG is fine :3
  4. Audio files are fine :3
  5. Moe level within acceptable values x) Oh wait, this is OT :P


~ Standard ~



[Lunatic]
  1. {Pattern} 00:00:948 (2) - I was wondering... why isn't this a 1/2 slider even if you have a somehow long note there? It feels a bit strange to stop there, because the next part is just a stream compressed into 2 sliders with repeats which is really boring with the current little break in the middle. Remember also that you click only on the slider head, so it won't change much from now, beside improving a bit how you express the music into your map (I really think you should map that little finish/clap sound there xD) Well I DID actually have that as 1/2 slider but then I realized the sound is 1/12 D:
    Changed the reverse sliders into stream tho.
  2. {Nazi} 00:10:478 (1) - The angle you use here is really... "angled" (lol). What I mean is that it is common to use such sliders to emphasize the exact point where you change direction. As I said, it is nazi, but it would be nice to make it more softer, since there isn't really any beat to be emphasized Ay, I focused more on the aesthetic/patterning instead of rhythm here for slider shape.
  3. {Pattern} 00:12:595 (4,5,6,7,1,2,3,4) - Here I just wanted to keep a little more of consistency with 00:01:301 (3,4) - (which is the same pattern in the music). What I suggest is to make the first 4 circles into a slider with repeats as you did before: this isn't for consistency only, but also because I don't really hear that much "movement" for those first notes. (It will also give a bit more emphasis to the next circles in the stream). Things which made me also suggest this: 00:12:947 (1) - the hitsounding on this object O I got struck by inspiration and did something kewl there
  4. {Flow} 00:17:537 (1,2,3,4) - I really wonder why this pattern's flow feels so strange from the other ones. Basically, I found that the problem is the equal spacing between 1, 2 and 3 (with also the decrese in 3 -> 4). The pattern I'm about to tell you is just one among the ones I find out to work better (by a bit or even by a lot), but it is obviously just an example and you should find the one you feel more appropriate considering what I told you about the current flow: just stack 00:17:713 (2) - on top of 00:17:537 (1) - (maybe you should also try to decrease a bit the spacing between 1+2 and 3 since it is a bit too big). Anyway, I hope you get the point (please take this in consideration, even if you deny it, because that pattern really stands out seeing the other flows :/) be amazed by the powa of changing a single slider shape
  5. {Hitsounding} I found a little problem with the drum-hitnormal. Actually, that isn't the real problem. The real problem is that you use it alone: as it is now, that hitsound can be berely considered an hitsound since there isn't much feedback from the object itself (I noticed this while playing. It was like "Did I miss or something? Where is the hit?"). My suggestion is to change the drum-hitnormal into a whistle (the sampleset is up to you) and leave at least a soft-hitnormal together with that whistle for the fore mentioned reasons. Here are those objects with that "problem": 00:29:360 (2) - (head); 00:30:772 (3) - (head again, and it is also the modt problematic imo); 00:38:890 (2) - ; 00:51:595 (2) - ; 00:52:654 (6) - ; 01:08:184 (5) - ; 01:22:301 (8) - .
    Btw, the basis on which I made this suggestion is due to the rest of your hitsounds: you use a lot of kick sounds and normal-hitnormals, which are really intense compared to that whistle. Therefore there is this big difference that makes it even less audible (it makes you think that it's a song's instrument actually) I did something, uh, yeah basically I fixed it. You gotta redownload the set now cus of it B)
  6. {Flow} 00:26:537 (2) - I guess this is really personal, but a Ctrl + G would suit a lot here. You use it for 00:28:478 (4) - where it doesn't really fit tho, so maybe keep the square pattern of 00:27:419 (1,2,3,4) - and do a Ctrl + G on 4 too ez fix ez life
  7. {Pattern} 00:30:595 (2,3) - It just threw me off a bit while playing, but what aboud stacking these 2 objects? (at 2's current pos). It is a really calm part and comoared to the others the current jump feels kinda big. Instead, 00:33:066 (1,2) - this one feels normal due to the slider leniency somehow (please don't ask me why, I'm trying to understand that thing too xD) I need to think more about this, but I don't think I'll change it
  8. {Pattern} 00:48:419 - You mapped such notes till now (00:03:595 (2) - ; 00:06:419 (2) - ; 00:09:243 (2) - and so on...) but why here you don't? It feels empty and I really expected it while playing. It also fits perfectly imo if you keep this note stacked under the previous 3, creating the nice drop you used at the beginning yea feels gut
  9. {Aesthetics} 00:50:537 (2) - I usually try to avoid that last straight part of the slider, unless I use it for a blanket or something, because it's not the best shape imo (it's just play and boring, without any important meaning usually), so what about adding a waypoint on that part to make it a bit curvy, like this it's supposed to be parallel with the next note though ;w;
  10. {Flow}00:52:654 (6,1) - I can't really see enough emphasis on 1, beacuse the line 5 -> 6 has a too small angle to 1. My suggestion would be to move 5 on top of 00:51:595 (2) - , so you can keep the flow created with the previous zigzag (00:51:419 (1,2,3,4) - ) yes i didn't like this part too
  11. {Pattern} 00:58:301 (9) - This note is really something additional imo, seeing the little break at 00:56:713 (5,1) - . Removing it will also create a nice effect of separated rhythms for the whole combo: before and after this combo there is the same rhythm and the same patterns and the break will put more emphasis on this fact. (Imo you should also move 8 at around 320|312 to keep the spacing similar to 00:56:713 (5,1) - ) fk yes I've been waiting for someone to point this part out faith in modding community +1
  12. {Aesthetics} 01:17:184 (3) - Isn't it more common to make a blanket with something already visible? It fells also strange to follow a curve which is in the opposite direction of the oval flow you use till now (01:15:419 (1,2,3,1,2) - Reference here). Wither do a Ctrl + H or just make it straight maybe... just made it straight
  13. {Pattern} 01:21:243 (2) - Your hitsounding is also saying "there are 2 strong beats here". Imo you should make clickable both those notes, because they're pretty strong. Unfortunately I wasn't able to find something fitting with your style (my style is way too different for this, sorry) so you'll have to see if you can place that new circle. Obviously, as it is now it's perfectly fine, but I think it's a waste to not use that note :/ ooops fixed
Moe mapping, moe hitsounding. Use (my) moe colors and you'll be the moe-est :3 moe color has been implemented

[Hard]
  1. { Flow} 00:03:419 (1,2,3,4) - I'm a bit concerned of the flow of this pattern (and also all the other similar patterns). The curve create with 2, 3 and 4 is a bit misleading, because creating a curve means giving a different "tone" to each note, while here you have almost the same intesity for each one of them. The cause is mostly because of the restrictions of how Hards should be mapped (the spacing, basically). This is complicated as hell to explain, so here's my suggestion: stack 3 on top of 4 (same goes for the other similar patterns). Once you try it out you can notice how the stacked note gives more intensity to the slider's head and less to 2 I only found issue on THAT SPECIFIC pattern only, so I did some major restructuring on that pattern, but I kept the rest for now.
  2. {Really nazi} 00:25:301 (2) - The first curve has a smaller angle than the second (probably intentional), but I jsut wanted to point it out x) nope its just me being lazy
  3. {Pattern} 01:03:243 (4,5) - This is similar to the pattern mentioned before. Imo you should add a repeat on 4 instead of using a circle, creating also a nice drop on the next slider done desu
Apart from that strange pattern, everything looks fine. Really nice =w=b

[Standard]
  1. {Pattern} 00:55:654 (1,2) - Using the slider end on white ticks feels a bit wasted. Why not removing the repoeat from the 1/1 slider, then adding a 1/2 sldier at 00:56:360 - and a circle at 00:56:713 - ? Imo it feels more natural to click on them this way. Same goes for 00:35:890 (1,2) - , which I skipped before, lol, and also 00:38:713 (1,2) - and also, oh well, you get it xD I intentionally chose this "faulty" rhythm since we already rolled up the "let's put clickable object on every major beat" rule like a toilet paper, and threw it in the trash can like a boss with those sliders having slider end to snare hits. Although this part is a bridge, I didn't want to increase the intensity due to the fact that the vocals itself were kinda on the weak side contrary to the drums.
  2. {Pattern} 01:21:772 (3,4) - This is a bit awkward, tho, I can't really explain why (probably just a matter of feel). What about a 1/1 slider + a circle instead? I know this is a bit drastic seeing the current pattern, but the rhythm is a bit complex here and it's also hard to map it properly on a Normal diff (Normal+ probably) o i liek
Pretty solid diff, nothing else to say

[Easy]
  1. 00:24:595 (1,1,1) - I love how you placed the angles where there were certain sounds. Really good job =w=b
Wow, really nice and solid diff, good job :3


~ Taiko ~



[Oni]
  1. 00:01:213 - Is it just me, or there seriously is a note here? .-. (or maybe you heard it and you just skipped it...) I intentionally skip it on all modes except mania
  2. I find that using a triple at the end of a pattern, for example in 00:02:360 (12,13,14,15,16,17) - , but also in many others, is a bit awkward (at least for me) because there is no actual sound sustaining it forcing you to create some pattern fitting ths music. This is obviously really really subjective, but I would have rather used the triple, take the example from before, placed starting from 00:02:537 - because you create more pressure on the last note which falls on a white tickthis way Hm, I get what you are saying, but the way I use triplet is to put heavier emphasis on the last note of triplet iself, in this case being the snares most of the time.
  3. 00:15:331 (12,13) - I had a hard time to catch this, because I couldn't connect the triple with a constant high pitch sound (I'm referring to the ddk, in particualr to the first 2 notes), therefore what about a Ctrl + G on those notes I highlighted? kkk instead
  4. 00:23:713 (26,27,28,29,30,31,32,33,34,35,1) - As it is now it makes me think to the same pattern as the previous 2 streams, but is it really the same? At least the end feels a bit awkward, because they look like the same sound for me, therefore you should make them all the same (probably k). I also had in mind another pattern, but it's a bit different from what you did, so you probably don't like it. Here, just in case you want to see it did something i guess
  5. 00:41:007 (25,26,27,1) - I like the pattern, but there's few emphasis on that last finish imo. With a Ctrl + G on 00:40:301 (22,23) - you create a difference in pressure, which results emphasizing 00:41:537 (1) - imo ok
  6. 00:51:419 (19,20,21,22) - I don't think you should treat this part the same as 00:49:478 (11,12,13,14) - . The sound isn't the same and I'd also like to create the same difference as explained above, so what about a Ctrl + G on 00:51:772 (21,22) - ? simple enough
  7. 00:54:772 (36) - This is probably personal, but I think this note should be a d due to the grave sound from the vocals and also the piano... appliedu
  8. 01:08:890 (53,54,55,56,57,58) - This is a bit complex... Firstly, the stream should start from 01:08:890 - so there is a note missing at 01:08:978 - . Secondly, I hear the stream going on till 01:09:772 - , but you mapped only the first half... D: Is this intentional? I know that it could become a too long stream, but you can alsways use a lot of triples one after another or put a break in the middle or something, but leaving it half way feels of "incompliteness" :/ (Yeah, I saw 01:20:184 (55,56,57,58,59,60,61,62) - but that pattern is different since you put the starting point earlier, and you also have a stronger sound which covers the stream halfway) just completed the stream
  9. 01:09:772 (1,2,3,4,5,6,7,8,9,10,11,12) - This long pattern feels really long, since there aren't any others of this length (actually, later on there are, but in that place it feels really long, above all because of the previous stream ending earlier). What about removing 01:10:125 (3) - : it can also work out in a better way if you accept both this suggestion and the above fixed this somehow

[Muzukashii]
  • I was going to point one thing (yeah, just one), but Yuii- discracted me and I lost that note lol. It wasn't a big deal anyway, sicne the map looks really good and solidd www



~ Catch the Beat ~



[Rain]
    1. 00:06:772 (4) - I'd use a similar (probably the same) slider as for 00:04:831 (1) - , placed at around 88|256 (oh, wait, you just need the x...) in order to give a bit more of emphasis to the jump 00:06:595 (3,4) - because of your hitsounding. Doing that will also compromise the next slider, so maybe do a Ctrl + G on 00:07:301 (5) - but then you'll have less emphasis on 00:07:654 (1) - so idk >.< (this is probably something you don't need to cahnge: I'm not sure myself lol) you answered yourself www
    2. 00:17:537 (1,2) - and 00:17:890 (3,4) - It would be cool if these jumps can have the same spacing of 00:17:537 (1,2) - . Basically, I think 00:17:890 (3,4) - is too short, compared with the previous 00:03:419 (1,2,3,4) - and 00:06:243 (1,2,3,4) - I'll fix it if someone can give me a better suggestion :S
    3. 01:20:184 (4,5,6,7,8) - Why no stream here? ;w; cus i can't think any more sexy 1/4 patterns :<



~ Mania ~



[HD]
  1. {Pattern} 00:02:007 (2007|0,2007|2) - The problem here is that after a stream like that it's hard to give the right emphasis on that note because the player has to use both hands to tap that (and it is highly possible he won't press exactly at the same time with both hands which makes all the emphasis go away). My suggestion is to move the single note on the 2nd column, as you did for 00:13:301 (13301|3,13301|2) - ahhhh im fxing stuffff
  2. {Pattern} 00:04:654 (4654|0,4831|3,4831|2) - Here you have the first note on the 1st column, thile the other 2 are on the opposite hand. The problem is that one of the second notes has the same sound of the first one which makes me want to click again on the same column. This is a bit up to you since I don't know how you want to move things around or if you even want to move them at all xD. This reasoning can be applied only when you use the same sound for 2 1/2 notes (like this one here) and the first movement is a single note on one hand while the second movement is using 2 notes on the other hand only (sorry for the long and complez explanation, but that's how it is imo). When you have the same sound but you use only one note for each movement it is fine to change on whatever column tho. What a movement is The thing is, I don't like putting consecutive notes on same column in 1/2 nor 1/4s. So that's why I arranged my pattern like that =w=, also its a new musical section so I didn't want to make the player use the same hand at that time :3
  3. {Flow} 00:24:419 (24419|3,24507|2) - Imo they would fit better if you switch their columns: this will give a better flow coming from the stream and it will give more emphasis on 00:24:595 (24595|1,24595|0) - since they are on the opposite hand sexeh
  4. {Pattern} 00:46:301 (46301|3) - Imo this ruins the rhythm, since also your hitsounding is saying that there are only the other 2 notes in that triple. My suggestion here is to remove that note and convert 00:46:125 (46125|0) - into a 1/1 LN. This will help keeping the vocals as well as giving the same feeling of that single note you have to remove (even if I admit that it kinda breaks the flow there :/. Probably removing that note and doing nothing else is the best) I am not afraid of 3/4 patterns here and I already introduced them in the intro :3
  5. {Flow} Regarding the stream starting from 01:09:066 - I'd say that it doesn't follow a distinctive sound, at least while playing I wasn't able to find it, so I tried rearranging the second half to match the piano notes: Here. Obviously it's just a scatch okiii
  6. 01:22:125 (82125|3,82213|2,82301|1) - This straight scale ruins the zig-zag flow you create with the rest of the patterns for this part, so what about moving 01:22:125 (82125|3) - on the 2nd column? As for 00:35:184 (35184|1,35272|2,35360|1) - did my own thing here
Nice diff tho, my suggestion are really nitpickings here =w=b

[NM]
  1. {Flow} 00:23:537 (23537|3,23713|2) - This part is a bit misleading for the next part: 00:23:890 (23890|0,24066|3,24243|0) - . Imo you should switch their columns, increasing the jump from 00:23:713 - to 00:23:890 - o
  2. {Pattern} 00:35:184 (35184|3,35360|2,35537|0) - Ot would be nice to use the same pattern used for 00:23:890 (23890|0,24066|3,24243|0) - since it also has the same hitsounding (kinda xD). There is also few emphasis on each note, so...unlike the pattern you refer back to, this one doesn't have a piano to support the hold :c
  3. {Pattern} 00:45:066 (45066|0,45243|1,45419|2,45595|3,45772|2,45948|1,46125|3,46301|0,46478|2,46654|3,46831|0,47007|1) - This is a really long pattern and it is also a bit misleading, since there aren't more particular breaks which tells me to what you're switching. See if you can remove a note or 2 in there (or even edit the pattern to make it more intuitive, like moving 00:45:595 (45595|3) - on the 1st column or switching columns for 00:46:478 (46478|3,46654|2) - or something like that. It doesn't really matter since this is a NM, but the flow really needs a bit more of work in this part) fixed
  4. {Pattern} 01:22:831 (82831|3,82831|2) - The rhythm is decreasing here so what about keeping just one note? ok :3
Another really nice diff. I would probably say that mania is the best sub-mapset in here x)

Alright, that's all (I hope at least xD)
Nice mapset, keep it up =w=b
The day I'll be a BN will come and that day I will qualify your mapsets :3 *runs* \owo/

Oh, right, take a star for your efforts and for the song ;)
ty for modu wwwwwwwwwww

Ploenar wrote:

어디서 왔는지는 예상될거라 믿고 바로 모딩 시작

[General]
  1. Widescreen Support 사용 안하는듯 한데, 체크 해제해주시는게 좋을것 같아요. 비디오 넣을거에요
  2. 유니코드 타이틀 맨 뒤에 알수없는 문자가 있는데 복사하시면서 인식 안되는 문자같은게 같이 복사된듯 합니다. 노말에는 제대로 적혀있으니 그거 복사해서 다시 적어주시는게 좋을것 같아요. 헉 Alheak가 옳았네, 저한테는 안보여서.. 일단 수정
[Muzukashii]
  1. 00:00:596 (1,2) - 이상한건 아닌데 개인적으로는 d k이 더 괜찮은것 같아요. 오니와 일관성을 위해서 보류
  2. 00:25:831 - 보컬에 맞춰서 노트 추가하시는 편이 플레이하기엔 더 재밌을것 같네요.
  3. 00:28:654 - 마찬가지로 노트 추가
  4. 00:32:360 (25) - 바로 다음 부분인 00:33:419도 흰틱에 있는 음은 무시하고 보컬에 찍으셨으니 여기도 보컬에 맞춰서 00:32:184로 이동 및 k으로 변경하는편이 좋을것 같아요. 아니 이건 보컬이 진짜 음하고 겹쳐서 여기에 논건데
  5. 00:35:537 (37) - 음이 낮아지는 느낌은 아니고, 그렇다고 이전음에 비해서 약하다고 생각이 들지는 않네요. 그냥 k으로 두는게 좋지 않나 조심스럽게 제안해봅니다. ㅇㅋ
  6. 00:42:948 (7) - 보컬음이 워낙 강하기 때문에 여기 음은 빼도 괜찮을듯 싶어요. 갑자기 3/2 공백이 생기면 너무 어색할것 같아서..
  7. 00:44:890 - 노트 추가? 나쁘지 않은 느낌이라 생각이 듭니다만...00:45:243 - 여기가 낫겠네요
  8. 00:45:772 (17,18,19) - 곡에 맞춘다면 d kk이 맞다고 생각해요.
  9. 00:51:419 (16) - 보컬이 이어지긴 하는데, 개인적으로는 18번하고 같은 음이므로 d으로 바꾸는게 좋다고 생각됩니다. 저는 00:51:595 (17,19) - 들이 같은 음이라고 생각하는데요
  10. 01:03:243 (21) - 01:03:419로 이동하는편이 보컬에도 맞고 플레이하기도 자연스러울겁니다. ㅇㅋ
  11. 01:22:478 (8) - 이거 1/2 정도 뒤로 이동시켜준뒤에 01:22:831에 D 추가해주는게 곡에 더 어울릴것같아요. 실제로 멜로디도 그렇게 있고 하니 변경해보는거 고려해보시는게 좋을듯 해요. 걍 오니처럼 해버림
[Rain]
  1. 00:01:301 (3,4,5,6) - 캐치는 잘 못해서 모르겠는데. 느낌상 좌우로 이동하는식으로 이렇게 배치해주는게 좋지 않나 조심히 말해봅니다. 만약 바꾸셨다면 다음 패턴으로 넘어갈때 어색한 느낌이 드니 다음 노트들도 위치 수정 필요합니다.
  2. 00:06:243 (1,2,3,4) - 마찬가지로 너무 한방향으로 길게 이어지는것 같아요. 레인이니 좀더 좌우로 이동하는듯한 패턴을 추가하는것도 나쁘진 않을거라 생각해요. 저는 이런 움직임이 더 자연스럽고 난이도도 있다고 생각함
  3. 00:22:831 (3) - Ctrl + G? 만약 하신다면 다음 노트와의 거리가 좀 짧다고 느껴지니 거리 좀 벌려주시는게 좋을것 같아요. 지금도 괜찮다고 생각합니다만
  4. 00:23:713 (4,5,1) - x축 오른쪽으로 좀더 이동하는 편이 좀 더 재밌을것 같네요. 일부러 꺾었습니다, 흐름 방향 전환을 위해서..
  5. 00:31:654 (1,2,3,4) - 박자가 좀 미묘하다는 느낌이 드네요. 박자랑 패턴 이런식으로 하는건 어떤가요? 저기 빨강틱 피아노가 너무 더럽게 쎔
  6. 00:57:595 (2,3,4,5,6,7,8) - 2, 3, 4랑 4, 5, 6 거리를 좀더 벌리고 8번 거리를 약간만 좁히는게 좋을것 같아요. 원래 그렇게 했는데 자이넬리가 이게 맞다고 해네요 ㄷㄷㄷ그리고 더 받기 쉬움 우왕ㅋ굳ㅋ
캐치모딩은 그냥 내용 늘리려고 쓴거라 적용 안하는게 나을수 있습니다. 오니는 다른분 모딩 확인하시고 나면 확인해볼께요.
Topic Starter
guineaQ
Have to double post because the previous post is too damn long

Alheak I fixed the hitsounds for you so redl the set and update
Alheak
aight done

also for the title metadata problem i think you should copy paste the title from my diff into all of yours, i still have the weird box character showing on your maps' title but not on mine
Topic Starter
guineaQ

Alheak wrote:

aight done

also for the title metadata problem i think you should copy paste the title from my diff into all of yours, i still have the weird box character showing on your maps' title but not on mine
I did copy paste from your diff to all my diffs and it's still happening? o.O

EDIT: oh wait i didnt update yet lol
ManP
yo! from my modding queue :3

[General]
Does this song relate to Touhou?
If so,source must be "東方project" like recent ranked map.


[Oni]
  1. 00:26:713 (9) - delete? acording to vocal
  2. add notes between 00:26:713 (9) - to 01:21:066 (61) - and delete 01:21:331 (63)
[Muzukashii]
looks fine!! Both map sounds good!!
I hope it get ranked! :3
Topic Starter
guineaQ

ManP wrote:

yo! from my modding queue :3

[General]
Does this song relate to Touhou?
If so,source must be "東方project" like recent ranked map. It does have it already o.o


[Oni]
  1. 00:26:713 (9) - delete? acording to vocal This part of the song has strong constant 1/1 bass which means I want to map out all the white ticks in this part
  2. add notes between 00:26:713 (9) - to 01:21:066 (61) - and delete 01:21:331 (63) changed that specific part on 63 but I think just saying "add notes in one minute range" is a bit too broad for me to work with
[Muzukashii]
looks fine!! Both map sounds good!!
I hope it get ranked! :3
ty for stopping by
JBHyperion
M4M with quineaQ on Nishiura Tomohito - Gundorada Workshop because quad mode ftw

General Comments:
  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: Is TOKINE a particularly well-known producer? I only ask since I literally knew nothing about her before this. When the producer of a song belongs to a circle, the circle's name is typically quoted as the artist, as stated in the ranking criteria wiki article:

    Ranking Criteria wrote:

    Tracks created by composers belonging to doujin circles should list the circle's name as the main composer. The sole exception to this is when a composer of a given circle is well-known enough by their own name. In this case, their own composer name may be used instead.
    Because of this, it might be more appropriate to list the artist as "舞風" (Romanized: "MAIKAZE"), as listed on the their official website and include 時音/TOKINE in tags, but a confirmation here wouldn't hurt. Also, the Source should be "夢想夏郷 A Summer Day's Dream" (without the tildes) as shown on the official anime site. Lastly, you could include the english translation of "Negai o Yobu Kisetsu" in tags, which is "Wish Season" (or something along those lines lol)
  1. Timing: No issues
  2. Hitsounds: No issues
  3. AImod: No issues
Difficulty-Specific Comments:

STD

Alheak's Normal
Now, this is just my personal and subjective opinion, but I feel this is a little too hard to be the "easiest" diff in a set. Yes, it's under 2* as we all know needs to be the case, but the ranking criteria likes to hide useful information away in obscure places, so you might be interested in this:

Ranking Criteria wrote:

The difficulty spread should be linear and reasonable. Linear difficulty spread means your difficulties have a comparable gap in star rating between each other. A reasonable spread means the usage of difficulty appropriate gameplay elements. If your mapset does not have an Easy difficulty your Normal difficulty should follow the general guidelines for Easy difficulties.
Right now this diff feels pretty far away from what I would normally call an "Easy" diff, and the SR spread reflects this - 0.23* between this diff and Standard, and then 0.79 > 1.26 to Hard and Lunatic. There's some room for grace since this diff is a GD, but I personally feel there's a spread issue here. Reducing some of the difficulty in this diff (the 1/2 circles after sliders such as 00:03:066 (3) and 1/2 triples such as 00:04:125 (2,3,4) are the main culprits, since there's less hit leniency than for sliders) would be welcome.

However, I feel a better and more logical alternative would be to add a "true" Easy diff, which might be a better option given there's nothing objectively wrong with this diff in my opinion. I'd be happy to map one if needed, so let me know /o/

No-one likes to here the word "remap", and as I said, I'm against this option anyway, so I'll assume this diff will stay as-is and give some suggestions for polishing.
  1. 00:09:772 (2,3,4) - Curving this triplet slightly more to create a better blanket around the tail of 00:09:066 (1) would look nice
  2. 00:30:243 (1) - Slider tail overlaps the body a little too much for my taste, and I remember seeing a DQ for a reason not too dissimilar to this - it got overturned eventually after much discussion, but it might be best to avoid this problem entirely just to be safe. Alter the tail of this slider and reblanket 00:33:066 (1,2) with the kink at 00:31:301 if necessary
  3. 00:40:125 (1) - The slider tail here is very close to the health bar and may overlap with some skinned variants. If possible, consider moving it down slightly, or rotating clockwise a little to avoid this
  4. 00:57:595 (2) - ^
  5. 01:01:831 (2) - ^ This one is the most "serious" - even if you don't change the other two, please change this one
  6. 01:19:654 (3) - NC here to maintain a consistent 4 beat NC pattern as you have done throughout the diff
The only other issue I have with this diff is that the kiai suffers from "clockpattern syndrome" - throughout almost the entire duration, all the patterns move in a clockwise direction with little variation, which leaves it feeling a little repetitive. Consider reversing the flow once or twice to make this more interesting to play.

Standard
Stacks intensify xD - though everything is consistent (all 1/2 spaced stacks don't have a NC, all 1/1 spaced stacks do) so the player can pick up on the rhythm very quickly.

  1. 00:28:831 (1) - This could be curved slightly more for a better blanket with the tail of 00:28:125 (2)
  2. 00:46:301 (2) - Try rotating this anticlockwise a few degrees to make an equilateral triangle with head, tail and 00:45:772 (1) - I think it looks tidier and triangles are cool B)
  3. 01:08:890 (2) - Move this to the right slightly for a better stack with the tail of 01:08:007 (3)
Stop/start nature of the 1/1 stacks might not be to everyone's taste I guess, but you'll never please everyone. Nice map!

Hard
  1. 00:08:713 (3) - Might overlap with some skinned health bars, move it down a few pixels if possible
  2. 00:17:184 (3,1) - This isn't too much of a readability problem due to the NC, but since the path to (3) passes directly over (1), it's very tempting to click it on the way lol. Stacking (3) with 00:17:890 (3) and blanketing 00:17:537 (1,2) instead might work if you then move 00:17:890 (3) to where the tail of 00:16:654 (2) is. Here's an example to show what I mean - I reduced the AR a little to show the full pattern
  3. 00:27:066 (3,1) - 00:28:654 (3,1) - these two stacks are both NCed but one is a 1/1 stack while the other is a 1/2 stack which can cause some readability issues. I suggest unstacking 00:28:654 (3,1) since there are other 1/1 stacks at 00:29:890 (4,1) - 00:35:537 (6,1) etc.
  4. 00:42:772 (4,1) - ^
  5. 00:55:654 (1) - 01:13:125 (2) - Same as 00:08:713 (3)
Lunatic
  1. 00:18:948 (1) - Feels like there should be more of a jump to this note to be honest, the crash cymbal finish is pretty prominent
  2. 00:33:595 (3) - Might overlap with some skinned health bars, move it down a few pixels if possible
  3. 00:36:948 (5) - You know the drill by now :P
  4. 00:46:654 (7,8) - The pattern moves clockwise up until this point, leaving this "direction" change feeling a little weird to play. Considering (7) is a weaker beat that I don't feel deserves this much of a jump anyway, I'd move it to [428,316], and then (8) to somewhere like [224,296], blanketing 00:45:772 (1,2) and forming a neat triangle between the tail, this stack and 00:46:125 (3) - example
  5. 00:48:948 (3) - Move this to [244,175] to create a neater stack with the tail of 00:49:654 (5) and a better blanket with 00:49:125 (4)
  6. 01:06:772 (7) - Similar to 00:46:654 (7,8) this direction change throws me a little. I'd move (7) up continue the anticlockwise flow
  7. 01:15:419 (1) - This actually does overlap with the default health bar, so at least fix this one if you don't fix the others

CTB

Rain
I love how you still blanket things even though it makes no difference in CtB, that takes dedication (:
  1. 00:08:713 (3,1) - Distance here feels a little too high when coupled with the direction change, moving 00:08:713 (3) to x-128 works nicely, as the head of this slider is mapping a pretty prominent note, so increasing the distance from 00:08:184 (2) fits here anyway
  2. 00:13:301 (1) - Hyper here is particularly strong, and the slider starts off at an appreciably vertical angle. Because of this, it's very easy to droplet miss here. Consider reducing the distance to weaken the hyper slightly and/or making the curve more horizontal at the start (e,g, entral grey node on the slider to [192,204])
  3. 00:29:890 (4) - I'd reduce the distance to this a little, it's quite uncomfortable due to the many direction changes preceding it, x-432 is fine
  4. 00:38:360 (5) - As above, rotating the tail of 00:37:831 (4) 10 degrees clockwise is less harsh
  5. 00:39:243 (4) - The movement from the previous note isn't that strong, so the curve here feels a little excessive and it's easy to miss that droplet on the far left by not dashing enough. I'd move this slightly further away (x-100) and/or reduce the curve a little by making it look something like this:
  6. 00:51:066 (3) - I'd avoid antiflow like this when you're using hdash, as it requires excellent timing and can be very tricky to pull off. I don't really feel this note is strong enough to warrant hdash since the vocal isn't that much more prominent than 00:50:537 (2) which has a regular dash. Therefore, I feel Ctrl+G'ing this would be the best option
  7. 00:53:890 (3) - Another sizeable jump after a direction change, this one more noticeable than before. x-248 should be enough distance here I feel
  8. 00:58:125 (8) - Strong hyper here is fine due to the 1/1 pause and zero spacing to the next note, but I find it's a little excessive for the music it's supporting here. x-100 maintains a strong hyper and minimal movement to the next note, but is less "snappy" and more comfortable to play
  9. 01:11:184 (1) - The spacing to this is kinda uncomfortable to play, and it's coupled with a really small spacing to the next note which breaks the flow a little. Easy solution would be to balance the spacing out a little, moving this to x-340 or so
  10. 01:18:595 (2) - Stairs are a fitting pattern here, but this jump in particular is really edge-case and is so easy to miss without perfect timing. The jump to 01:18:243 (1) can afford to be a tiny bit bigger, so try moving (1) to x-240
I know very little about taiko or mania modding so I'll stop my post here before I end up talking nonsense for hours lol. I can "discuss" stuff with you in PM at a later date if you want, though I get the feeling it would be more for my benefit than yours xD

Hopefully you find this mod helpful, but if you have any questions, feel free to get back to me and I'll do what I can to help. Also, if you want that Easy diff, just ask /o/

Good luck! (:
Topic Starter
guineaQ

JBHyperion wrote:

Busy busy busy >.<

Mod is coming soon I promise!
oki >w<

Did I just get placeholder'd
JBHyperion
Didn't expect you to respond due to time difference, but edited my previous post with a mod and stuff.

I didn't know if you'd asked anyone else to take a look, so just to be safe it's better that two people aren't pointing out the same things at the same time
this used to happen to me a lot for some reason ;w;

Also, have a star because reasons
/me runs
Alheak

JBHyperion wrote:

Alheak's Normal
Now, this is just my personal and subjective opinion, but I feel this is a little too hard to be the "easiest" diff in a set. Yes, it's under 2* as we all know needs to be the case, but the ranking criteria likes to hide useful information away in obscure places, so you might be interested in this:

Ranking Criteria wrote:

The difficulty spread should be linear and reasonable. Linear difficulty spread means your difficulties have a comparable gap in star rating between each other. A reasonable spread means the usage of difficulty appropriate gameplay elements. If your mapset does not have an Easy difficulty your Normal difficulty should follow the general guidelines for Easy difficulties.
Right now this diff feels pretty far away from what I would normally call an "Easy" diff, and the SR spread reflects this - 0.23* between this diff and Standard, and then 0.79 > 1.26 to Hard and Lunatic. There's some room for grace since this diff is a GD, but I personally feel there's a spread issue here. Reducing some of the difficulty in this diff (the 1/2 circles after sliders such as 00:03:066 (3) and 1/2 triples such as 00:04:125 (2,3,4) are the main culprits, since there's less hit leniency than for sliders) would be welcome.

However, I feel a better and more logical alternative would be to add a "true" Easy diff, which might be a better option given there's nothing objectively wrong with this diff in my opinion. I'd be happy to map one if needed, so let me know /o/

No-one likes to here the word "remap", and as I said, I'm against this option anyway, so I'll assume this diff will stay as-is and give some suggestions for polishing.
  1. 00:09:772 (2,3,4) - Curving this triplet slightly more to create a better blanket around the tail of 00:09:066 (1) would look nice yep
  2. 00:30:243 (1) - Slider tail overlaps the body a little too much for my taste, and I remember seeing a DQ for a reason not too dissimilar to this - it got overturned eventually after much discussion, but it might be best to avoid this problem entirely just to be safe. Alter the tail of this slider and reblanket 00:33:066 (1,2) with the kink at 00:31:301 if necessary changed
  3. 00:40:125 (1) - The slider tail here is very close to the health bar and may overlap with some skinned variants. If possible, consider moving it down slightly, or rotating clockwise a little to avoid this reduced by a hair but i won't do more than this
  4. 00:57:595 (2) - ^ ^
  5. 01:01:831 (2) - ^ This one is the most "serious" - even if you don't change the other two, please change this one ^ but a bit more
  6. 01:19:654 (3) - NC here to maintain a consistent 4 beat NC pattern as you have done throughout the diff added
The only other issue I have with this diff is that the kiai suffers from "clockpattern syndrome" - throughout almost the entire duration, all the patterns move in a clockwise direction with little variation, which leaves it feeling a little repetitive. Consider reversing the flow once or twice to make this more interesting to play. i can understand that, changed the direction of the flow at one point, but won't do more than this since i don't think it's such a big deal
update
osu file format v14

[General]
AudioFilename: negai o yobu kisetsu.mp3
AudioLeadIn: 0
PreviewTime: 58390
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
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GridSize: 4
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[Metadata]
Title:Negai o Yobu Kisetsu
TitleUnicode:願いを呼ぶ季節
Artist:TOKINE
ArtistUnicode:時音
Creator:guineaQ
Version:Alheak's Normal
Source:夢想夏郷 〜A Summer Day's Dream〜
Tags:東方project touhou 東方夢想夏郷2話・テーマソングアルバム musou kakyou theme song album 舞風 MAIKAZE comiket 83 alheak
BeatmapID:792023
BeatmapSetID:358463

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366,287,66066,2,0,P|407:271|452:267,1,90,2|2,0:0|0:0,0:0:0:0:
497,267,66595,1,8,0:0:0:0:
489,178,66948,6,0,P|447:162|402:158,1,90,2|8,0:0|0:0,0:0:0:0:
357,162,67478,2,0,P|312:158|270:142,1,90,2|6,0:0|0:3,0:0:0:0:
231,119,68007,1,10,0:3:0:0:
167,56,68360,6,0,L|70:59,1,90,2|8,0:0|0:0,0:0:0:0:
118,139,69066,1,0,0:0:0:0:
134,181,69242,1,0,0:0:0:0:
138,226,69418,1,8,0:0:0:0:
124,315,69772,6,0,B|160:337|160:337|207:346,1,90,6|8,0:0|0:0,0:0:0:0:
272,284,70478,2,0,B|308:262|308:262|355:253,1,90,0|8,0:0|0:0,0:0:0:0:
443,236,71184,5,2,0:0:0:0:
497,165,71537,2,0,L|493:67,1,90,8|0,0:0|0:0,0:0:0:0:
405,54,72243,1,8,0:0:0:0:
316,33,72595,6,0,L|312:131,1,90,2|8,0:0|0:0,0:0:0:0:
257,195,73301,2,0,L|254:240,2,45,0|2|8,0:0|0:0|0:0,0:0:0:0:
179,149,74007,6,0,P|137:133|92:129,1,90,2|8,0:0|0:0,0:0:0:0:
3,142,74713,2,0,L|5:98,2,45,0|2|8,0:0|0:0|0:0,0:0:0:0:
60,212,75419,6,0,L|56:310,1,90,14|8,0:3|0:0,0:0:0:0:
57,348,75948,2,0,P|98:332|143:328,1,90,6|2,0:3|0:0,0:0:0:0:
188,332,76478,1,14,0:3:0:0:
227,252,76831,6,0,B|255:256|255:256|287:248|287:248|315:252,1,90,2|8,0:0|0:0,0:0:0:0:
404,264,77537,1,0,0:0:0:0:
404,220,77713,1,2,0:0:0:0:
405,175,77889,1,8,0:0:0:0:
338,114,78243,6,0,B|314:94|314:94|263:66,1,90,2|8,0:0|0:0,0:0:0:0:
188,116,78948,2,0,B|211:137|211:137|262:165,1,90,0|8,0:0|0:0,0:0:0:0:
336,217,79654,6,0,B|358:253|358:253|367:300,1,90,2|8,0:0|0:0,0:0:0:0:
297,358,80360,1,0,0:0:0:0:
252,359,80536,1,0,0:0:0:0:
209,344,80712,1,0,0:0:0:0:
160,268,81066,6,0,B|151:224|151:224|179:195|187:164|183:143,2,135,14|6|2,0:3|0:3|0:0,0:0:0:0:
200,288,82301,2,0,P|254:226|270:129,1,180,2|6,0:3|3:2,0:0:0:0:
256,192,83095,12,0,89537,0:0:0:0:
Topic Starter
guineaQ

JBHyperion wrote:

M4M with quineaQ on Nishiura Tomohito - Gundorada Workshop because quad mode ftw

General Comments:
  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: Is TOKINE a particularly well-known producer? I only ask since I literally knew nothing about her before this. When the producer of a song belongs to a circle, the circle's name is typically quoted as the artist, as stated in the ranking criteria wiki article:

    Ranking Criteria wrote:

    Tracks created by composers belonging to doujin circles should list the circle's name as the main composer. The sole exception to this is when a composer of a given circle is well-known enough by their own name. In this case, their own composer name may be used instead.
    Because of this, it might be more appropriate to list the artist as "舞風" (Romanized: "MAIKAZE"), as listed on the their official website and include 時音/TOKINE in tags, but a confirmation here wouldn't hurt. Also, the Source should be "夢想夏郷 A Summer Day's Dream" (without the tildes) as shown on the official anime site. Lastly, you could include the english translation of "Negai o Yobu Kisetsu" in tags, which is "Wish Season" (or something along those lines lol)
I'll need a lot of confirmation on this
  1. Timing: No issues
  2. Hitsounds: No issues
  3. AImod: No issues
Difficulty-Specific Comments:

STD

Alheak's Normal
Now, this is just my personal and subjective opinion, but I feel this is a little too hard to be the "easiest" diff in a set. Yes, it's under 2* as we all know needs to be the case, but the ranking criteria likes to hide useful information away in obscure places, so you might be interested in this:

Ranking Criteria wrote:

The difficulty spread should be linear and reasonable. Linear difficulty spread means your difficulties have a comparable gap in star rating between each other. A reasonable spread means the usage of difficulty appropriate gameplay elements. If your mapset does not have an Easy difficulty your Normal difficulty should follow the general guidelines for Easy difficulties.
Right now this diff feels pretty far away from what I would normally call an "Easy" diff, and the SR spread reflects this - 0.23* between this diff and Standard, and then 0.79 > 1.26 to Hard and Lunatic. There's some room for grace since this diff is a GD, but I personally feel there's a spread issue here. Reducing some of the difficulty in this diff (the 1/2 circles after sliders such as 00:03:066 (3) and 1/2 triples such as 00:04:125 (2,3,4) are the main culprits, since there's less hit leniency than for sliders) would be welcome.

However, I feel a better and more logical alternative would be to add a "true" Easy diff, which might be a better option given there's nothing objectively wrong with this diff in my opinion. I'd be happy to map one if needed, so let me know /o/ I'll see if I can squeeze out another easy difficulty. Probably will get a lower difficulty somehow because I do agree that this difficulty is on the risky end

Standard
Stacks intensify xD - though everything is consistent (all 1/2 spaced stacks don't have a NC, all 1/1 spaced stacks do) so the player can pick up on the rhythm very quickly. The stackening has begun

  1. 00:28:831 (1) - This could be curved slightly more for a better blanket with the tail of 00:28:125 (2)
  2. 00:46:301 (2) - Try rotating this anticlockwise a few degrees to make an equilateral triangle with head, tail and 00:45:772 (1) - I think it looks tidier and triangles are cool B)
  3. 01:08:890 (2) - Move this to the right slightly for a better stack with the tail of 01:08:007 (3)
Stop/start nature of the 1/1 stacks might not be to everyone's taste I guess, but you'll never please everyone. Nice map!
applied all www

Hard
  1. 00:08:713 (3) - Might overlap with some skinned health bars, move it down a few pixels if possible
  2. 00:17:184 (3,1) - This isn't too much of a readability problem due to the NC, but since the path to (3) passes directly over (1), it's very tempting to click it on the way lol. Stacking (3) with 00:17:890 (3) and blanketing 00:17:537 (1,2) instead might work if you then move 00:17:890 (3) to where the tail of 00:16:654 (2) is. Here's an example to show what I mean - I reduced the AR a little to show the full pattern
  3. 00:27:066 (3,1) - 00:28:654 (3,1) - these two stacks are both NCed but one is a 1/1 stack while the other is a 1/2 stack which can cause some readability issues. I suggest unstacking 00:28:654 (3,1) since there are other 1/1 stacks at 00:29:890 (4,1) - 00:35:537 (6,1) etc.
  4. 00:42:772 (4,1) - ^
  5. 00:55:654 (1) - 01:13:125 (2) - Same as 00:08:713 (3)
applied all again w

Lunatic
  1. 00:18:948 (1) - Feels like there should be more of a jump to this note to be honest, the crash cymbal finish is pretty prominent There is still a jump here, but I invested too much resource on the aesthetics on this difficulty that trying to add jumps here and there would mean restructuring whole section worth of notes
  2. 00:33:595 (3) - Might overlap with some skinned health bars, move it down a few pixels if possible I tried
  3. 00:36:948 (5) - You know the drill by now :P and I tried more
  4. 00:46:654 (7,8) - The pattern moves clockwise up until this point, leaving this "direction" change feeling a little weird to play. Considering (7) is a weaker beat that I don't feel deserves this much of a jump anyway, I'd move it to [428,316], and then (8) to somewhere like [224,296], blanketing 00:45:772 (1,2) and forming a neat triangle between the tail, this stack and 00:46:125 (3) - example ok
  5. 00:48:948 (3) - Move this to [244,175] to create a neater stack with the tail of 00:49:654 (5) and a better blanket with 00:49:125 (4) nazi mod ftwwww
  6. 01:06:772 (7) - Similar to 00:46:654 (7,8) this direction change throws me a little. I'd move (7) up continue the anticlockwise flow Same reason as the first one
  7. 01:15:419 (1) - This actually does overlap with the default health bar, so at least fix this one if you don't fix the others I casted some magic here

CTB

Rain
I love how you still blanket things even though it makes no difference in CtB, that takes dedication (:
  1. 00:08:713 (3,1) - Distance here feels a little too high when coupled with the direction change, moving 00:08:713 (3) to x-128 works nicely, as the head of this slider is mapping a pretty prominent note, so increasing the distance from 00:08:184 (2) fits here anyway
  2. 00:13:301 (1) - Hyper here is particularly strong, and the slider starts off at an appreciably vertical angle. Because of this, it's very easy to droplet miss here. Consider reducing the distance to weaken the hyper slightly and/or making the curve more horizontal at the start (e,g, entral grey node on the slider to [192,204])
  3. 00:29:890 (4) - I'd reduce the distance to this a little, it's quite uncomfortable due to the many direction changes preceding it, x-432 is fine
  4. 00:38:360 (5) - As above, rotating the tail of 00:37:831 (4) 10 degrees clockwise is less harsh
  5. 00:39:243 (4) - The movement from the previous note isn't that strong, so the curve here feels a little excessive and it's easy to miss that droplet on the far left by not dashing enough. I'd move this slightly further away (x-100) and/or reduce the curve a little by making it look something like this:
  6. 00:51:066 (3) - I'd avoid antiflow like this when you're using hdash, as it requires excellent timing and can be very tricky to pull off. I don't really feel this note is strong enough to warrant hdash since the vocal isn't that much more prominent than 00:50:537 (2) which has a regular dash. Therefore, I feel Ctrl+G'ing this would be the best option
  7. 00:53:890 (3) - Another sizeable jump after a direction change, this one more noticeable than before. x-248 should be enough distance here I feel
  8. 00:58:125 (8) - Strong hyper here is fine due to the 1/1 pause and zero spacing to the next note, but I find it's a little excessive for the music it's supporting here. x-100 maintains a strong hyper and minimal movement to the next note, but is less "snappy" and more comfortable to play
  9. 01:11:184 (1) - The spacing to this is kinda uncomfortable to play, and it's coupled with a really small spacing to the next note which breaks the flow a little. Easy solution would be to balance the spacing out a little, moving this to x-340 or so
  10. 01:18:595 (2) - Stairs are a fitting pattern here, but this jump in particular is really edge-case and is so easy to miss without perfect timing. The jump to 01:18:243 (1) can afford to be a tiny bit bigger, so try moving (1) to x-240
I literally applied everyyyything

I know very little about taiko or mania modding so I'll stop my post here before I end up talking nonsense for hours lol. I can "discuss" stuff with you in PM at a later date if you want, though I get the feeling it would be more for my benefit than yours xD

Hopefully you find this mod helpful, but if you have any questions, feel free to get back to me and I'll do what I can to help. Also, if you want that Easy diff, just ask /o/

Good luck! (: QwQ7
Sylphi
나머지 모딩, 쿠도수는 주지 마세요.

[Oni]
  1. 키아이 부분이 아닌 ddkkddkk 식의 노트에 대해서입니다만, 치기 쉽다지만 무즈와 비교했을때 노트수가 좀 많아보인다는 느낌이 드네요. 길이를 좀 줄여주는게 좋지 않나 싶습니다.
  2. 00:07:125 (39,40) - 두개 색 변경, 플레이하는데는 변경을 하나 안하나 그리 차이는 없지만 멜로디에 맞춘다면 40번을 캇으로 두는편이 좋을것 같아요.
  3. 00:18:419 (29,30) - 위와 동일
  4. 00:23:184 (23,24,25) - 개인적으로 d k k으로 찍는 편이 곡에 더 잘맞는것 같아요. 아니면 최소한 일관성을 위해 이전 파트와 비슷하게 d d k으로 둬도 괜찮을듯 싶네요.
  5. 00:23:713 (26,27,28,29,30,31,32,33,34,35) - 스트림 부분이 뭔가 반대로 찍힌 느낌이에요. 이전 파트와 비슷하게 ddkkddkkdd으로 표현하는게 좋을듯 싶어요.
  6. 00:24:595 (1) - 00:27:419 00:30:243와의 일관성을 위해 d으로 변경
  7. 00:30:772 (26) - 뭔가 여기만 패턴이 좀 다르니 느낌이 이상하네요. 제거하는건 어떤가요?
  8. 00:35:537 (47) - k?
  9. 00:45:066 (17,18,19,20,21,22,23,24,25,26,27,28,29) - 지금까지 멜로디에 맞춘거에 비해 이부분만 반대로 매핑이 되어있어요. 매핑 스타일의 일관성을 위해 전부 색을 반대로 바꿔주시는게 좋을듯 싶어요.
  10. 01:04:125 (29) - 보컬에 맞춰서 찍고 계신거라면 01:04:301로 이동하는게 좀더 맞을거에요. 만약 이동하신다면 주변 패턴에 약간 변화를 주시는게 좋을지도 모르겠네요.
  11. 01:11:360 (10) - 일관성을 위해 01:11:713로 이동. 실제로 키아이 초반부분에서는 이런 느낌으로 매핑하셨어요.
늦어서 죄송합니다. 랭크 힘내세요!
Topic Starter
guineaQ

Underflow wrote:

나머지 모딩, 쿠도수는 주지 마세요.

[Oni]
  1. 키아이 부분이 아닌 ddkkddkk 식의 노트에 대해서입니다만, 치기 쉽다지만 무즈와 비교했을때 노트수가 좀 많아보인다는 느낌이 드네요. 길이를 좀 줄여주는게 좋지 않나 싶습니다. 워낙 치기가 쉬워서 그냥 놔두겠습니다, 애매하게 줄이면 더 안좋아서..
  2. 00:07:125 (39,40) - 두개 색 변경, 플레이하는데는 변경을 하나 안하나 그리 차이는 없지만 멜로디에 맞춘다면 40번을 캇으로 두는편이 좋을것 같아요. ㅇㅋ
  3. 00:18:419 (29,30) - 위와 동일 po일관성wer
  4. 00:23:184 (23,24,25) - 개인적으로 d k k으로 찍는 편이 곡에 더 잘맞는것 같아요. 아니면 최소한 일관성을 위해 이전 파트와 비슷하게 d d k으로 둬도 괜찮을듯 싶네요. d k k 로 수정
  5. 00:23:713 (26,27,28,29,30,31,32,33,34,35) - 스트림 부분이 뭔가 반대로 찍힌 느낌이에요. 이전 파트와 비슷하게 ddkkddkkdd으로 표현하는게 좋을듯 싶어요. ㅇㅋ
  6. 00:24:595 (1) - 00:27:419 00:30:243와의 일관성을 위해 d으로 변경 ㅇㅇ
  7. 00:30:772 (26) - 뭔가 여기만 패턴이 좀 다르니 느낌이 이상하네요. 제거하는건 어떤가요? 피아노 땜시
  8. 00:35:537 (47) - k? ㅇㅋ
  9. 00:45:066 (17,18,19,20,21,22,23,24,25,26,27,28,29) - 지금까지 멜로디에 맞춘거에 비해 이부분만 반대로 매핑이 되어있어요. 매핑 스타일의 일관성을 위해 전부 색을 반대로 바꿔주시는게 좋을듯 싶어요.
  10. 01:04:125 (29) - 보컬에 맞춰서 찍고 계신거라면 01:04:301로 이동하는게 좀더 맞을거에요. 만약 이동하신다면 주변 패턴에 약간 변화를 주시는게 좋을지도 모르겠네요. 맞긴 맞는데 저기 하얀 틱에 있는 심벌 소리가 그 보컬 소리를 잡아먹어서 저기가 더 어울리는 것 같음
  11. 01:11:360 (10) - 일관성을 위해 01:11:713로 이동. 실제로 키아이 초반부분에서는 이런 느낌으로 매핑하셨어요. ㅇㅋ
늦어서 죄송합니다. 랭크 힘내세요! 돌아온게 어디임 ㄳ
Equim
From Equim's ctb queue
[Rain]
00:01:478 (4) - x240
00:01:831 (6) - x416
00:02:007 (1) - x288
00:04:478 (5) - x320
00:07:301 (5) - x352
00:08:184 (2) - x160, and move the tail 00:08:537 - to x336
00:12:595 (4,5,6,7,8,9,10,11) - Change the stream like this is better: http://osu.ppy.sh/ss/3819020
00:22:831 (3) - ctrl+H and move to x400
00:24:420 (4) - x88
00:24:066 (2) - x288 and move the tail 00:24:154 - to x328
00:24:419 (4) - x104 and move the tail 00:24:507 - to x141
00:48:595 (1) - x144
00:48:772 (2) - x32
01:09:066 (5,6,7,8) - like that in 00:01:301 (3,4,5,6) - . Just make the sliders closer.


Good Luck!
Topic Starter
guineaQ

Equim wrote:

From Equim's ctb queue
[Rain]
00:01:478 (4) - x240
00:01:831 (6) - x416
00:02:007 (1) - x288 Didn't change this 1/4 pattern
00:04:478 (5) - x320 done
00:07:301 (5) - x352 done
00:08:184 (2) - x160, and move the tail 00:08:537 - to x336 I do want the jump here so I'll keep this one
00:12:595 (4,5,6,7,8,9,10,11) - Change the stream like this is better: http://osu.ppy.sh/ss/3819020 I also want to maintain the hyper dash between 7 and 8
00:22:831 (3) - ctrl+H and move to x400 owo
00:24:420 (4) - x88 ehh looks like you pasted same time stamp twice
00:24:066 (2) - x288 and move the tail 00:24:154 - to x328 this 1/4 pattern played like arse soooo
00:24:419 (4) - x104 and move the tail 00:24:507 - to x141 lets try your style
00:48:595 (1) - x144 128 instead
00:48:772 (2) - x32 done
01:09:066 (5,6,7,8) - like that in 00:01:301 (3,4,5,6) - . Just make the sliders closer. ok for this one


Good Luck!
ty
Aruel


하이영 기니피그

|1|2|3|4|

[General]

▶BG:
▶MP3:
▶Spread:
▶AI mod:
▶Audio and Hitsound:
▶Timing: 타이밍포인트는 힛사를위해서 두신거같네요
▶Etc: 굳굳 나이스잡

밸런스가 잘 짜여있고 매우 무난하기때문에 별로 잡을게음슴

[NM]
00:12:419 (12419|0) - 가출나간 휘슬 데리고다시 오셔야할듯 ㅠㅠ

00:35:537 - 이쪽에 소리가 뭔가 딱 깔끔하게끝나고 다른 녀석들보다 좀더큰 사운드가 있으니 약간의 강조를 위해서 하나를 추가해보시는것을 권장합니다 음...
00:34:478 - 얘도 같이 큰 사운드이긴한데 이쪽에 하나를 추가할려면 이쪽 패턴을 어레인지해야될수도있는 상황이 발생하므로 끝쪽에 무난하게 하나를 더 추가해서강조. HD난이도에서는 저 끝나는부분에 3개를 사용하셧습니다. 00:34:478 - 얘는 2개쓰셧구여

00:44:713 (44713|2) - 음 이 롱놋을 무슨소리를 따라가시는건지 감이 잡히지를않습니다. 밑쪽에서부터 계속 드럼을 베이스로잡아오신거같은데 드럼은 이렇게 길게 둘 필요가 없다고보네요...

01:15:419 (75419|1) - 피니시 증발했네여

01:23:007 (83007|1) - 이거 힛사없는건 의도신가요

귀찮은게아니라 진심으로 별로 잡을게없습니다. 솔직히 저 위에것들도 쓸모없는거처럼보여서 안잡을려고했다가 뭔가 이뻐보이길래 잡았어요 ㅋ
[HD]
이것도 크게 잡을건없네요. 그냥 몆가지 제의만 하겠습니다

00:26:713 (26713|0) - 이걸 4로이동. 그리고 이동하셨다면 00:26:890 (26890|3) - 3으로이등

00:30:243 (30243|1) - 1로 이동. 00:29:537 (29537|1,29890|1) - 뭐 그렇게 심각한것도아니고 그렇게 밸런스가 나쁜건 아니지만 4로옮겨주면 그래도 선 골고루써서 더 낮지않을까요

다른부분들은 하나를 건들면 다른것도 많이 건들려봐야되서...ㅋㅋㅋㅋㅋ

00:44:713 (44713|1) - 노말에서 앞서 말했듯이 무슨사운드졍

00:46:301 - 여기 노트가 하나 더 있어야될거같습니다. 노말에서도 여기서 하나 사용하셧네여

잘짜여있는 무난한맵이네요! 패턴이 분명하게 나타나있어서 별로 건드린부분도없고 모딩도 짧지만 도움이되셨으면 좋겠습니다.

굳럭윗뜨 유얼 비트맵 )b
Topic Starter
guineaQ

_FrEsH_ChICkEn_ wrote:



하이영 기니피그

|1|2|3|4|

[General]

▶BG:
▶MP3:
▶Spread:
▶AI mod:
▶Audio and Hitsound:
▶Timing: 타이밍포인트는 힛사를위해서 두신거같네요
▶Etc: 굳굳 나이스잡

밸런스가 잘 짜여있고 매우 무난하기때문에 별로 잡을게음슴

[NM]
00:12:419 (12419|0) - 가출나간 휘슬 데리고다시 오셔야할듯 ㅠㅠ

00:35:537 - 이쪽에 소리가 뭔가 딱 깔끔하게끝나고 다른 녀석들보다 좀더큰 사운드가 있으니 약간의 강조를 위해서 하나를 추가해보시는것을 권장합니다 음... 추가함
00:34:478 - 얘도 같이 큰 사운드이긴한데 이쪽에 하나를 추가할려면 이쪽 패턴을 어레인지해야될수도있는 상황이 발생하므로 끝쪽에 무난하게 하나를 더 추가해서강조. HD난이도에서는 저 끝나는부분에 3개를 사용하셧습니다. 00:34:478 - 얘는 2개쓰셧구여 그냥 맘 편하게 하나 추가

00:44:713 (44713|2) - 음 이 롱놋을 무슨소리를 따라가시는건지 감이 잡히지를않습니다. 밑쪽에서부터 계속 드럼을 베이스로잡아오신거같은데 드럼은 이렇게 길게 둘 필요가 없다고보네요... 그럼 노트 하나로 ㄱㄱ

01:15:419 (75419|1) - 피니시 증발했네여 얘네들 파업하나봄

01:23:007 (83007|1) - 이거 힛사없는건 의도신가요 진짜 힛사들이 파업했네

귀찮은게아니라 진심으로 별로 잡을게없습니다. 솔직히 저 위에것들도 쓸모없는거처럼보여서 안잡을려고했다가 뭔가 이뻐보이길래 잡았어요 ㅋ
[HD]
이것도 크게 잡을건없네요. 그냥 몆가지 제의만 하겠습니다

00:26:713 (26713|0) - 이걸 4로이동. 그리고 이동하셨다면 00:26:890 (26890|3) - 3으로이등 ㅇㅋ

00:30:243 (30243|1) - 1로 이동. 이건 ㅇㅋ 00:29:537 (29537|1,29890|1) - 뭐 그렇게 심각한것도아니고 그렇게 밸런스가 나쁜건 아니지만 4로옮겨주면 그래도 선 골고루써서 더 낮지않을까요 이건 그냥 두겠으

다른부분들은 하나를 건들면 다른것도 많이 건들려봐야되서...ㅋㅋㅋㅋㅋ

00:44:713 (44713|1) - 노말에서 앞서 말했듯이 무슨사운드졍 노말에서도 수정했으니 이것도 일관성 파워

00:46:301 - 여기 노트가 하나 더 있어야될거같습니다. 노말에서도 여기서 하나 사용하셧네여 히잌 다른 애 모딩 와서 고쳤는데 역시 넣어야 겠으

잘짜여있는 무난한맵이네요! 패턴이 분명하게 나타나있어서 별로 건드린부분도없고 모딩도 짧지만 도움이되셨으면 좋겠습니다. 무 to the 난

굳럭윗뜨 유얼 비트맵 )b
짧고 굵직한 모딩 ㄳ
Enon
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